Mark CMG
Creative Mountain Games
I think that opposed checks slow gameplay down and take success or failure out of the hands of the player, it also introduces needless divergence from the otherwise standard resolution mechanism of rolling against a fixed target number.
It's no slower than the player rolling and the DM checking a DC rather than a Dex Score for and NPC. It's also still in the hands of the player but it is a floating DC. The DM could even roll first and give the player the number to hit just like he would if he had to set a number or look the number up. It cannot be a fixed number if it is not a static situation, in that the NPC is active and involved. Sorry, I just don't buy the rejection of the mechanic from any angle.
Sorry, I wasn't being clear. What I was getting at was that the simple fighter should be viable and potent even in the hands of someone who's not good at narrative roleplaying - the classic newcomer to RPGs who sits down at the table and just wants to do one thing - as well as in the hands of a practiced roleplayer. And both of those should be equal to a player who likes having a set of tools to work from as well as improvisation.
My first scenario wasn't that the simple fighter couldn't do anything else, but that that specific player just wanted to swing at things - and was still holding their end up for the party.
Right, it's the DMs job to make sure the player has the tools, by way of enough information, to allow him to roleplay within the narrative as deeply immersed as the player chooses to be. I think we know that a "simple player" can just swing a sword but we're discussing the "simple fighter" class, not the player per se. Yet, I see where you were going.