Hussar
Legend
Imaro - if you're trying to prove that you could play a 4e style D&D game with 3e, that's certainly true. It would take a HELL of a lot of work, but, it's true, since 3e lacks most of the 4e abilities for the players to directly influence the situation without the intervention of the DM.
For an easy example, how would you re-create a 4e Warlord's command abilities in 3e? The warlord's abilities generally allow the warlord to take an action which also allows other characters to take actions at the same time. This is in keeping with what a warlord is - tactical commander. There are very few mechanics in 3e that allow anything like this.
You mention extended skill checks. Yup, they were in 3e. In an optional supplement that was never supported, but, yup, they are in there. Compare that to 4e which had extended skill checks codified right in the rules (granted, it did take a few tries
) and an expected element of play. Something that is certainly not true in 3e.
I mean, look at the En World 4e module for Santiago: Myth of the Far Future. The first module is available free and features several skill challenges that are written with the benefit of a few years of experience (available Here ). Again, I don't think anyone will dispute that the skill challenges could have used a LOT more work before they went out the door. Both in how they should be run and clearer examples in the DMG. Pointing to the early examples might not be the best criticism. Not a whole lot of people will defend those as stellar examples of a skill challenge.
Heck, [MENTION=6696971]Manbearcat[/MENTION]'s example in this thread serves as a better example than most of the ones in either DMG.
And, to answer the question, yes, I would loathe skill challenges with autofail buttons that the players couldn't be aware of. I wouldn't be thrilled with ones even where the players ARE aware of it beforehand. But, that's just me. I think autofail buttons are a DM failure of imagination. They are needless roadblocks in play and only serve to narrow the field. I certainly would never feature one in any game I ran.
For an easy example, how would you re-create a 4e Warlord's command abilities in 3e? The warlord's abilities generally allow the warlord to take an action which also allows other characters to take actions at the same time. This is in keeping with what a warlord is - tactical commander. There are very few mechanics in 3e that allow anything like this.
You mention extended skill checks. Yup, they were in 3e. In an optional supplement that was never supported, but, yup, they are in there. Compare that to 4e which had extended skill checks codified right in the rules (granted, it did take a few tries

I mean, look at the En World 4e module for Santiago: Myth of the Far Future. The first module is available free and features several skill challenges that are written with the benefit of a few years of experience (available Here ). Again, I don't think anyone will dispute that the skill challenges could have used a LOT more work before they went out the door. Both in how they should be run and clearer examples in the DMG. Pointing to the early examples might not be the best criticism. Not a whole lot of people will defend those as stellar examples of a skill challenge.
Heck, [MENTION=6696971]Manbearcat[/MENTION]'s example in this thread serves as a better example than most of the ones in either DMG.
And, to answer the question, yes, I would loathe skill challenges with autofail buttons that the players couldn't be aware of. I wouldn't be thrilled with ones even where the players ARE aware of it beforehand. But, that's just me. I think autofail buttons are a DM failure of imagination. They are needless roadblocks in play and only serve to narrow the field. I certainly would never feature one in any game I ran.