If Mr. Baker is not a 4e designer, why are we debating his post?
I have to admit, I was wondering the same thing. It's always fun to see my name in thread titles, but the fact of the matter is that I'm not any sort of authority on the subject. The intention of my post was NOT "You're all wrong! Skill challenges are perfect!" - but rather, "I've been having a great time with skill challenges, my players haven't been failing 85% of the time, and this might explain why." If anyone finds the journal entry useful, that's great... but it's not supposed to wipe away the controversy, and hardly seems worthy of debate on its own.
With that said, two things.
Basically when the DM is saying you can use aid another or not he's telling you if you can beat this challenge or not.
Actually, I usually don't have people use Aid Another as part of a challenge. There's lots of situations where it doesn't make sense. We're in a chase scene, and for my action, I'll... Aid your Athletics check? Am I getting up behind you and pushing? In general I prefer to make people do their own actions as opposed to just helping, among reasons because I prefer to encourage the party where three people have some skill at Diplomacy instead of having the one uber-diplomat who makes all of the actual rolls. But I like having a game where skill challenges do play an important role, and where the rogue may be better off taking Master of Deceit than just jumping for Tumble.
Second, on regarding the idea that I'm saying it doesn't work without house rules and serious tweaking... well, I'm guilty on the house rules, because I've ALWAYS used the action point rule. I'm an Eberron DM. In Eberron, action points allowed you to get that extra push to hit a hard target number. Furthermore, the point of skill challenges is that they should feel like encounters in their own right - so reserving action points for combat seems like a real waste. So yes, I've always used that rule and there's no doubt in my mind that it's made a huge impact on things. I ran a game today involving two important skill challenges, and action points were the key to one of them.
So the house rules I agree with. But "Serious Tweaking"? Not so much. Everything else I mention is simply about designing interesting elements into an encounter. As it stands, the examples skill challenges include examples of actions that can be taken - both secondary and primary - hitting the full range of target DCs, and actions that change the target DCs or open up new options. The idea of saying that a successful Nature check drops Intimidate DCs to Easy isn't "serious tweaking" - it's just the reverse of the Interrogation example where an Intimidate failure raises other DCs to hard. And as I say in the post, I view skill challenges like combat. If you don't add in interesting terrain, hazards, a range of monster roles, things will get boring. What makes a skill challenge interesting to me IS the fact that every Diplomacy challenge is not identical. I don't view that as "serious tweaking" any more than deciding to use kobolds instead of goblins in a fight; it's me as a DM changing things around to make the encounter different from the one that came before, and to make the players think things through. But hey, just my opinion.
I DO think that partial success is a vital element to skill challenges - that as long as you don't HAVE to win to achieve something, the difficulty isn't insurmountable. An adventure I've run about 10 times now has a skill challenge at the end, and it's probably been something like a 20/50/30 split on full failure/partial success/full success. But the story is designed with that in mind, and even full failure is something with interesting dramatic consequences. While the DMG doesn't actually spell out partial success as an option, I never saw it as a house rule or something I was changing; to me it just seems like a logical part of the system.
In any case, just to say once and for all, I'm not
MR. Baker, I'm Keith Baker. I'm not a 4E designer. I'm not CHALLENGING people's mathematical breakdowns or saying that the problems are all in your mind; I'm just saying what I've done, and that my groups' have been having fun with it so far (and hey, full success on the challenges today... albeit with the action point rule). People have posted interesting ideas on the LJ, and I may adopt some of them (though I played today the same way I always have). And I'm certainly interested in seeing what changes WotC makes.