AbdulAlhazred
Legend
Hmmm, yeah. There are of course two sorts of reactions that go with two different conceptualizations of where game process/mechanics should apply.Nothing you mentioned there is a problem for me.
The issues I had were what I mentioned in my previous post. There are times when monsters struggled to do many of the same things which would be relatively easy for PCs. It's been literally years since I have played 4E, but an example I remember talking about on a forum was designing an encounter in which the PCs were on gondola lift fighting against a group of enemies on a different gondola lift. It was rather trivial for the PCs to target and destroy the opposing gondola; for the monsters to use the same tactic was difficult.
I was in no way bothered by the PCs using that tactic. In fact, I expected that such a thing would be attempted. What I did not expect was that the numbers generated by the PCs would interact with the numbers the game world was built upon in very different way from how the numbers generated by the monsters were able to interact with the numbers the game world was built upon. In a game which was built around cool combats with moving parts and action (and a game which honestly did a good job at that,) something which was designed to be cool literally fell apart because I did not expect such a drastic difference in what the PCs could do versus what the monsters could do in terms of how they interacted with the world around them. Different? Sure. But that different? No. That was during one of my first attempts at running 4E. It did not upset me nor did it turn me away from the game; I simply learned that how the game instructed me to build things was not the best way to build things for the ideas I had.
If we're talking specifically about skill checks and narrative resolution, I mentioned a few pages back how I ran skill challenges differently.
The more 'Gygaxian' question would be to ask how 4e mechanically produced this result because, certainly at low levels, that seems pretty odd. An 'Orc Raider' is a basic level 3 orc, something PCs might take on pretty often, and typical of humanoids. It has a DEX of 15 and a (+3) DEX bonus. +1 of this is basically a level bonus, and +2 is for the DEX itself, though not all monsters actually balance out 'by the math' and we have to imagine they might have 'racial bonuses' or something, though the designers may not have actually bothered to think past "I want this number" and no actual 4e rule states that monster numbers have to 'add up' (Monster builder would supply such numbers by default, but you could override them). So, wouldn't an Orc raider get a +3 to some sort of skill check to do something like that, if it was DEX based? His Handaxe attack power is '+7 vs AC', which is pretty similar to numbers PCs would likely have (a level 3 fighter is likely to have between +7 and +10, so this orc is not stupid accurate with a thrown weapon, but not terrible either). Now, at Paragon or against some other monsters, and taking other skills into account, I would be surprised if a group of monsters performed at the level of the best PCs. Probably closer to average or below average MOST of the time, which seems about right, the PCs are the shnizzle.
The more 'Indie' response would be that numbers are created to be consistent with the fiction and produce an interesting story, so the monsters should have a probability of success which is in keeping with what will produce a tense situation. If it goes badly for the PCs, maybe their car goes crashing down. Maybe they manage to cling to the cables, or some bogies, or something and now they're just in a worse situation, or maybe they go crashing down as well and we enter some new phase of the adventure where they hit bottom and enter a new 'world of hurt'. If it goes well, then the monsters plunge into the abyss and exit stage right. Practically speaking I don't think that monsters should even be making checks, certainly not in this kind of situation. Simply provide a countdown "the orcs will sever your cable in 5 shots unless you stop them." Maybe it would be presented dramatically as just the ropes above snapping and sagging more each round. Now it is up to the PCs to act quickly.
The later is all narrativist DW-style or 4e style (if you make it an SC) kind of stuff. In my own game design I have eliminated ALL non-player dice, completely. So mechanically it is a good bit more like 4e than DW, but in terms of process you only have players roll dice. If a monster attacks you, you pick a defense and make a check. If you are in a contest with one, you pass checks to overcome its moves and fail if you cannot achieve enough successes within the bounds of the fictional situation (generally before 3 failures, but there is some flexibility there).
Obviously Fail Forward is strictly implied in these kinds of process, though it isn't impossible to have a "this story ends here." sort of result.