JamesonCourage
Adventurer
I'm more interested in skills being expanded here, rather than "powers", but as long as it's meaningfully expanded, I'll be happy.The same basic idea would work in other pillars, it'd be a matter of giving all classes access to abilities distinct to each pillar as part of their progression. For instance, utilities could go from minor combat helper powers to significant Exploration or Interaction powers.
Well, the DM can change whatever he wants, but a nice, solid baseline with DCs set and given make for players that can look at a task and say "I can reliably hit that." If healing somebody is DC X, then when I have +X-1 as my modifier, I can't fail. If the DC is 15, and I roll at +5, I know I've got a pretty decent chance of success. Codifying common rolls is good for establishing "player agency" as has been used in this conversation.Skill Challenges are also a good framework to build on. I'm not sure there's a big difference between giving level-based DCs, or giving task-based DCs, and then letting the DM pick level-appropriate ones, but either way could work. Either way - or any way - the DM has the latitude to decide how hard something might be. I agree that the latter case is both easier on the DM and more confidence-inspiring for the players, since it's above board. And, regardless, the DM can always change a DC for whatever reason.
Yeah. I think some of what you describe is best settled via social contract issues, but starting pretty 3/3/3 is my preferred point over 5/1/1 or 4/3/1. Set that as the default, and let people alter it (using provided guidelines). As always, play what you likeNod balancing classes within each pillar gives players the flexibility to play the character they want and DMs the flexibility to run the campaign they want. You don't have to feel like you 'can't' play a fighter in the intrigue game or the beguiler in the combat-heavy game, or that you have to put more fights into your intrigue game because some jerk decided he just had to play a fighter...
Again, isn't the skill system pretty much run by DM fiat for DMs who don't always use the guidelines and scale the DCs of everything? I think Neonchameleon would classify climbing a regular tree as a moderate level 1 DC (or something similar), but since he's determining the level of the difficulty (on a scale of 1-30, then on a easy/moderate/hard level), isn't guessing what you can do mean that you're essentially engaging in a "Mother May I?" situation during play?Besides the DC guidelines, and the power system, there is also the emphasis on the scene/situation as the focus of play.
4e doesn't particularly have rules for player-introduced content outside the context of the PC's acting, but those aren't essential for player agency in the sense I'm interested in. Robust resolution methods are the most important, I think.
That is, don't defined DCs give players the ability to know how they can shape the content of the fiction, rather than saying "can I do this?" followed by a "and how hard is that?"
It just seems like the rules-light nature of the skill system isn't a great outlet for "player agency" unless the DM allows it to be, which seems to be a poor form of "player agency", in my opinion. As always, play what you like