Yeah, the problem is that 90% of your 5e GMs are 2e/3e/PF GMs that 'know how it is done' and treat this as a set of checks associated to each action the PC takes. That's just the reality. Even in the cases where the GM kind of knows better, it is hard to get players to match expectations with that, because it isn't a PROCESS, there's not the sorts of negotiations and mechanical decision points that, say, story games, or 4e SCs, give.
Nah, at best it's (ie^4.5)%. I mean, if we're to be using imaginary numbers, I find this formulation much more interesting in general.
I don't disagree, though, that there's quite a lot of this going on. The system isn't written that way. I'll be absolutely glad to accept that we should engage with it this way -- according to those that are not attempting to follow the recommendations of the system but playing it according to what they know -- if we do the same thing for 4e. Arguing that 5e needs to be defined by those that aren't following it's guidance while advocating 4e run correctly is bad pool.
Yes, I don't find this to be a viable strategy for a game to take. I guarantee you near 100% of 5e games work as if you were playing 3e in this respect, and as you have noted, pretty much all the modules assume this too.
Works just fine at my table. I suppose I'm not doing it right? Let's stick with only considering how people not following the system play as definitional of the system.
The modules have an interesting problem -- they need to present a complete enough adventure with good enough guidance to sell. This is hard to do with the guidance that puts everything in the moment. That said, I do find this frustrating, even if I understand why they have done so -- it's to make money. I can't really argue with that. Purity for system is great, but not if you need food.
I'm not totally sure where this came from. In 4e the high level PC wouldn't be rolling at all when they encounter the scree slope (under conditions similar to what challenged the low level PC). It MIGHT factor as a hazard if there was a combat in that area or something. I guess perhaps you MIGHT find an SC check to see if you went up the slope fast enough to beat some time clock or something, maybe. The FICTION is going to inform the choices. If the slope is icy scree halfway up a mountain in Tartarus, then sure, the high level guy will find the DC worth considering. But that's exactly it, high level guys aren't adventuring a mile from their home town, they are adventuring in Tartarus! I mean, sure, you can say "I devised the fictional trajectory of my campaign such that at 20th level the PCs would be in Tartarus, because I need a place crazy enough to evoke DCs that they might not pass!" and I won't argue with that, but IMHO that is just telling me what the design goal of 4e is. This is the beauty of design transparency, the game actually just tells you what will work. You can still tweak it of course. Maybe some people put those DCs on "adventuring at the top of Mount Everest", OK, I'll buy it.
Anyway, I think we're not exactly in disagreement there, lol.
Again, this is not going to fly because we need MORE STRUCTURE to explain the valence of each check. 5e's supposed way is non-viable ON THE FACE OF IT, for that reason. It leaves the player in a limbo of having no idea what the significance of their actions are, even for their own survival.
I have no idea what you mean by valance of a check. The DC spread, according to guidance, will almost always be 10-20. Going outside of this is like selecting a much higher level monster in 4e, like +8 -- something you do for good reasons. The result is that a player succeeds or fails, with failure having a consequence. Yes, 5e is vague on this, but I take success to mean just that -- not a lamed success or one immediately reversed. It is success. Does 4e have better guidance on this? Yep. Does that mean 5e is non-viable? Goodness, no. If you read it straight and don't try to twist it, it works just fine as presented and does a pretty good job.
Nor do you set DCs based on the specific skill bonus of a given PC in 4e. That's what levels are for, and if the players have managed to arrange things such that every challenge they face is exactly tuned to the capabilities they have built into their characters, more power to them!
But see, again, that's where I don't really agree with you. 4e DCs are purely based on fiction. What is or is not a challenge is based on what fiction actually evokes challenging DCs. I mean, if the GM (and players) want to depict their characters frolicking in grassy fields all day, well there won't be any checks made! There's no such thing as a level 20 grassy field, it doesn't exist. In both 4e and 5e the fiction will be set up such that challenge will exist. In that sense, I would not expect the two systems to differ. This is why in the end the 5e system isn't really sufficient, because it seems to want to pretend otherwise. This is confusing and obtuse.
Bolded -- they are not. If they are, why is there a chart in the rules giving DC?! DCs are based on the chart. Good practice is to make sure your fiction aligns with those DCs, but the setting of a DC is not based on the fiction, because the DC range is set before your game even starts. Instead, your fiction is set up to give those DCs support in play.
What requires a check is going to be based on the fiction, which is what I think you're going for, here. The goal of a skill challenge, the action that triggers a check, yes, but the DC? You pick it from a chart. This is the same for 5e. The difference is in how DCs are set. And it's really not all that different here -- the GM picks easy, medium, or hard. The 4e GM also select a level, which is necessary because you need to know where you are on the treadmill. The 5e treadmill is broken -- it stays in the same place, so this step isn't necessary.
Well... OK, someone COULD play 4e under a terrible misconception that DCs are 'magically' set to the level of the PC, I guess. They would have to really avoid a major amount of basic reading. For example all the example terrains in every book are pretty clear, low level challenging terrain is (relatively) mundane. High level challenging terrain is magical, exists in fantastical locations, etc. It seems like a message that is pretty hard to miss.
I don't think it's a terrible misconception at all. It's what the rules suggest -- there's a chart! That you've adopted a good approach that makes sure that you understand the need to up the fiction to match the DC range is cool, but you're still getting the DCs from that range, and have made your choices for the available range prior to crafting the fiction. You said so yourself, above, that you need to send the PCs to Tartarus when they're of a level that challenge DC need that fiction. Cool! I agree.