Lost Soul, your rope enchantment is a fine example.
First of all, it's just the sort of situation in which what's really going on is easily obscured (as opposed, say, to "How many 4E players does it take to change a light bulb?"). All the referents are to things you're pulling out of your hat. There's no basis for players to consider different approaches.
The only apparent choice is whether to keep rolling dice. Your descriptions of the consequences naturally and post hoc either do or do not entail more rolls, in accordance with your abstract mathematical "game". You decide what "success" and "failure" mean.
It's not very far removed from the old "yes, but" or "keep rolling until I get the result I want" technique employed by "killer" and "can't kill 'em" GMs alike (both being mutants of the "storyteller" species).
For what it is, it's not too bad. Again, there's no choice of strategy involved and no remotely objective reason it should not involve a certain number of steps -- or even the uncertain number dictated by the skill challenge abstraction. There is in the case no standard at all but your whim and whimsy.
That's altogether different from the situations in which I have commonly seen skill challenges used in WotC published scenarios. When there actually IS more than one way to "skin a cat", and common sense suggests that some should be more efficient than others, the business of forcing so many die rolls can become blatantly trite and tiresome (if not thoroughly bizarre, which some 4E notions about "skills" abet).
First of all, it's just the sort of situation in which what's really going on is easily obscured (as opposed, say, to "How many 4E players does it take to change a light bulb?"). All the referents are to things you're pulling out of your hat. There's no basis for players to consider different approaches.
The only apparent choice is whether to keep rolling dice. Your descriptions of the consequences naturally and post hoc either do or do not entail more rolls, in accordance with your abstract mathematical "game". You decide what "success" and "failure" mean.
It's not very far removed from the old "yes, but" or "keep rolling until I get the result I want" technique employed by "killer" and "can't kill 'em" GMs alike (both being mutants of the "storyteller" species).
For what it is, it's not too bad. Again, there's no choice of strategy involved and no remotely objective reason it should not involve a certain number of steps -- or even the uncertain number dictated by the skill challenge abstraction. There is in the case no standard at all but your whim and whimsy.
That's altogether different from the situations in which I have commonly seen skill challenges used in WotC published scenarios. When there actually IS more than one way to "skin a cat", and common sense suggests that some should be more efficient than others, the business of forcing so many die rolls can become blatantly trite and tiresome (if not thoroughly bizarre, which some 4E notions about "skills" abet).