Obryn
Hero
That's not really what I'm talking about. I'm talking about a game style wherein characters are mostly defined by their skills rather than their classes. Don't get me wrong - I'm a fan of the 4e skill system - but if you are running a game where skills are the primary focus of character differentiation, players can more easily tweak a 3e character.I don't see how you get from the first sentence to the second one.
The first is obvious: you have skill points in 3e, you mostly only have training/focus in 4e.
However, to make a game skill-dependent - which I take you mean a game where most challenges are resolved by skill use - does not have anything to do with the first. What you need there is a good skill resolution system... and the success of that in 3e is quite debatable. As we've discussed, at higher levels the numbers become quite disparate and problematic. (Indeed, they can do that at lower levels with specific application of feats and magic items).
Do the skills cover the actions your characters need to take?
Do the PCs have enough skills to face the challenges?
One of the biggest failures of specific 3e character design occurred in one of the early adventures I ran of the Mark of Heroes Eberron campaign. My good friend Sarah took the pregenerated Changeling Rogue... only to discover, a short time into the adventure, it didn't have the Disable Device skill. Of course, as she was the only "rogue", she was the only one with the possibility of even using it for trapfinding.
That's the reason I like the Thievery skill in 4e so much: the Rogue always has the skill to carry out the tasks most associated with the class.
But 4e does go further than that: characters are more skilled than in 3e; and that is a key point for making it a much better system for me for skill-based challenges.
Cheers!
How characters are differentiated is a major contributor to gameplay. For some kinds of games, it's important that someone have access to most any skill. For others, it's more important to have specialized characters who don't always have the perfect tool for the job. And, for some campaign styles, this is important.
As a non-D&D example, I'm running Call of Cthulhu d20 right now. I would never consider using the 4e skill system for it. The 4e system does an awesome job for my group when we're playing D&D; in a game like CoC d20, skills are really all you have.
It's also important for some campaign styles that skills be more granular. That is, instead of a skill like "Science" or whatnot, it would help to have "Biology," "Physics," "Chemistry" and so on.
That's what I'm talking about when I'm referring to a skill-based campaign. No, I don't think it's the default way of playing D&D. It is, however, a way of playing D&D. Are there better systems out there for a skill-based campaign? Personally, I think so, but if you want to play one of the D&D's, 3e offers a degree of character customization that 4e presently does not.
I agree 100% that the math can get wacky at high levels for 3e skills - high level math is a problem endemic to the entire system. And yes, skill challenges are an excellent framework for non-combat encounters.
Both ways of approaching skills have their perks and their problems. It's silly to speak in general terms about which one is better. I think, though, that there's an interesting conversation to be had about which system is better for which style of gameplay.
-O