Let's take 4E's skill challenges as an example of how D&D tried to implement procedural approach to non-combat encounters.
NOTE: I'm talking about how I saw skill challenges used, I'm sure others had better luck. I still use something akin to skill challenges now and then, just with more flexibility for success and potential complications for failure. I think the core concept was decent and should be expanded upon for at least some challenges, but it needed more playtesting.
For those who aren't familiar, skill challenges involved multiple skill checks and required X number of successes before Y number of failures. The target DCs were dependent on challenge rating and difficulty. You could go from needing 5 successes before 2 failures up to needing 12 successes before 6 failures. The more a skill was used the higher the target DC.
The DM decided what the goals were, what happened on success and failure. They also decided which skills were appropriate. When running a skill challenge the DM was supposed to let the players know the goals and appropriate skills, it was then run similar to a combat with initiative and every PC needing to do something on their turn. Players could use a skill the DM hadn't thought of if they could convince the DM that it could be useful.
In theory, this all sounds great and I thought it was a cool idea when I first saw it. But in practice? It was just going around the table while people looked at their sheet and rolled a dice. While you could use alternative skills but that usually turned into "how can I convince the DM to allow something I'm good at" which was a player skill, not a PC skill.
In my experience to turned out to be very detrimental to creativity and I stopped using them in my home game. They became very boring and frustrating for people I played with, it had a tendency to kill role playing and alternative approaches to overcoming obstacles. If someone came up with a solution that should have ended the challenge immediately, it still only counted as 1 success. It became "Okay, Bob is good at skill X so he'll use that. Sue is good at Y, Kim what is your PC good at?"
The thing is that after a while people would literally groan at the table when someone announced we were starting a skill challenge. So I'm not sure I can disagree more with "procedures make the game inherently better." In my experience they are just as likely to make the game worse.
NOTE: I'm talking about how I saw skill challenges used, I'm sure others had better luck. I still use something akin to skill challenges now and then, just with more flexibility for success and potential complications for failure. I think the core concept was decent and should be expanded upon for at least some challenges, but it needed more playtesting.
For those who aren't familiar, skill challenges involved multiple skill checks and required X number of successes before Y number of failures. The target DCs were dependent on challenge rating and difficulty. You could go from needing 5 successes before 2 failures up to needing 12 successes before 6 failures. The more a skill was used the higher the target DC.
The DM decided what the goals were, what happened on success and failure. They also decided which skills were appropriate. When running a skill challenge the DM was supposed to let the players know the goals and appropriate skills, it was then run similar to a combat with initiative and every PC needing to do something on their turn. Players could use a skill the DM hadn't thought of if they could convince the DM that it could be useful.
In theory, this all sounds great and I thought it was a cool idea when I first saw it. But in practice? It was just going around the table while people looked at their sheet and rolled a dice. While you could use alternative skills but that usually turned into "how can I convince the DM to allow something I'm good at" which was a player skill, not a PC skill.
In my experience to turned out to be very detrimental to creativity and I stopped using them in my home game. They became very boring and frustrating for people I played with, it had a tendency to kill role playing and alternative approaches to overcoming obstacles. If someone came up with a solution that should have ended the challenge immediately, it still only counted as 1 success. It became "Okay, Bob is good at skill X so he'll use that. Sue is good at Y, Kim what is your PC good at?"
The thing is that after a while people would literally groan at the table when someone announced we were starting a skill challenge. So I'm not sure I can disagree more with "procedures make the game inherently better." In my experience they are just as likely to make the game worse.