Wow, that’s really odd.
I don't understand this sentence.
I mentioned constraints being useful for creativity. The players decided to climb a wall rather than take either of the two obvious approaches. You said there was less info about climbing the wall than the other options… specifically about what the guards’ response would be (however, you also said it was “harder”, so I’m assuming you had some information?). So you had to come up with something that happened next based on the incomplete info as well as the events of play. You were constrained by those things, and that constraint guided you and resulted in a satisfying instance of play.
So I’m applying that reasoning… that constraint fosters creativity (necessity is the mother of invention and all that) and Skill Challenges offer constraint.
You seem to think that a GM isn’t going to treat the environment and situation dynamically just because of the SC structure… but why? Certainly the subsequent actions taken will flow from the results of those taken prior. Surely a GM has a rough idea of the situation when he comes up with the details for the SC. He’s not just pulling numbers out of hats and then totally winging it.
Because the skill challenge structure has flattened the task from, as an example, "get past the compounds outer defenses" to "get 3 successes".
Well, no. Here is you choosing to describe one method from a fictional standpoint and the other from a mechanical standpoint.
“Get past the compound’s outer defenses” is the goal regardless of the method used. One method is “declare actions and succeed when the GM has determined you’ve achieved success or failure” and the other is “make three successes before two failures”.
It’s a flawed comparison.
In the second case, I say "Hmm, 3 successes needed. My Hunt is good. Hey GM, Hunting that guard is relevant right? Let's use that to get a success". On a success, I suspect the fiction of the world will be established such that my action was beneficial--none of the above concerns matter.
How do you use Hunt? You can’t just say “I use Hunt” unless the reason why it’s applicable is bloody obvious. You have to explain the reason hunt is applicable.
No it doesn't? Unless what you really mean here is 'the GM's exclusive discretion over the fiction'.
This seems to be the major obstacle to me.
Sometimes. In the sweet old lady case I would anticipate better outcomes on persuade than intimidate. In the warlord case I would probably let the paladin do it.
So a player trying to angle for using his higher ranked skill is problematic… but a player opting to let someone else make the attempt is reasonable?
Well, yes...it appears forced precisely because it wasn't so hard to adjudicate. Running single checks works well and gives the DM more flexibility to respond. What does imposing the structure of a skill challenge add here?
It’s already been said, but it can’t be said enough… transparency. It informs the players so they can then make informed decisions about play.
It's different enough for me. Turns out I'm under no obligation to engage in discussion at your direction.
That’s very true! Resume your threadcrapping, sir!
I'm not sure what the benefits of using SC structure even are, frankly. They must benefit something I don't do when I run games.
Provide players with information to they can make informed decisions.
An analogy might be combat. We can use the basic to-hit rules to throw a solitary punch at someone, or fire an arrow at a target
But surely the structured nature of combat is a problem!?!?! What purpose does it serve?!?!?! We should give the GM the freedom to respond to the fiction and just decide when combatants are dead!