Raven Crowking
First Post
I'd give you XP, but I can' t yet.
In the same boat re The Shaman; that was a great post!

I'd give you XP, but I can' t yet.
I don't see the "explaining away" or the "glossing over".Another way to put it is that you appear to be allowing you players to take an action and then explain how that action was possible in the situation -actions aren't denied, they are simply expained away or glossed over.
Again, I don't see the difference from what I've described.Raven and I seem to prefer a stand of where the situation dictates what is possible and not - there are simply some actions that won't work (unless the player can convincingly explain how it would).
To me, this all seems to turn on what counts as convincing explanation by a player.Your is a permissive approach, the other is a restrictive approach.
I don't see the "explaining away" or the "glossing over"...
To me, this all seems to turn on what counts as convincing explanation by a player.
And if pemerton, who is a smart, experienced, GM, was influenced in this way, what hope does a newby, wet-behind-the-ears DM have?
If the DM adjusts the encounter on the fly to present a "skill challenge" (or other such construct) that is intended to match the difficulty of a combat challenge simply because the players decide not to fight, then it is of the first kind.
...
And, again, please note that I am not claiming that any game has to be played like this. But I am saying that some games encourage it more than others.
I hope you can see the difference between the DM making that choice based upon the logic of the scenario (fiction-first), making that choice to force a particular level of challenge because the mechanics of later encounters require that the PCs level before moving on (rules-first), and making that choice because the scenario is going to play out that way no matter what the players choose (railroad-first).
From the OP:it seems as though how various attempts actually interact with each other is ignored in the "6/3" scheme
I think that what I've just quoted is precisely explaining how the attempts interact with one another.The player of the dwarf set up the "plug the spring" idea. On his first turn he considered the situation as I'd described it, and thought "as a strong guy with a big axe my best bet here is to probably plug the spring".
<snip>
When the dwarf's next turn came round, the wizard and paladin had already picked up on his idea and done more stuff with the stone. He then went in for (what he hoped would be, and what turned out to be) the last big effort.
Mallus, nice story, but you make me jealous! You get a free pass on that, while I'm being hauled over the coals for my relaxed approach to animal psychology and fluid dynamics!Here's an example of actual play from a recent session
This is an interesting plan and looks like it would have played very well. I've never liked the "stacks on" element of skill challenges that always seemed to happen with our group - it always ended up quite unconvincing. I think however, this is partly because of some players who didn't weave their ideas into the "story" but also where the DM forced a situation into a skill challenge when perhaps they shouldn't have - a case of mis-using the "new shiny". It took our group a long time to get skill challenges "right" and even then, there are at least two players in our group who still don't really get them. Perhaps as well (as you highlight), when you expand the the parameters of the conservative skill challenge system, you can get some interesting and satisfying results.How about this example of a skill challenge one of my friends ran.
Problem: A local Math Wizard (literally, they're wizards that use bizarre magical math) has died, and the group must investigate his house for clues before Ye Olde Police show up. Rather then x successes before y failures, it was x successes before y rounds. The first two failures lead to finding nothing, all failures after that lead to red herrings. The first success gives them the primary clue they need to find a hidden wizard lab slash dungeon, all other successes tips them off or gives them items to help them solve problems there.
If they "fail" the challenge (ie run out of rounds) then the guard show up and they have to fight and/or escape.
If they get too many failures, then when they get to the lab/dungeon, they have conflicting hints on how to progress past points.
So the first "success" is what drives the story. If they "fail," then it's not a simple "WELP THAT'S IT" for the adventure; rather, failing leads to complications. And because it's something that covers the entire party, it isn't one of those cases where everyone sits around and waits for the One Player to solve everything.
Rubbish and poppycock!Of course, were this 3e? "Divination, lol."
How about this example of a skill challenge one of my friends ran.
A local Math Wizard (literally, they're wizards that use bizarre magical math)
I’ll instead say my point is, then, that I disagree with the assertion (taken partially from another thread you posted in) that 4e encourages a rules-first over story-first playstyle
I think that what I've just quoted is precisely explaining how the attempts interact with one another.