How are DCs set? How does a player who is playing a ranger wilderness guide use his/her PC to help the other players? How do I work out the relevant circumstances that determine the relevant consequnces without knowing the terrain and map in detail?
The difference I'm seeing here from a skill challenge is (i) 4e gives very strong support for DC setting, (ii) a skill challenge permits the player of a ranger to take the lead here ("heroic protagonism") and (iii) it doesn't require the detail.
This "detail" is only necessary because you are choosing to use it, it's a tool like everything else in 3.x/PF. The skill descriptions make the setting of DC's trivially easy in 3e... especially since their function or the obstacle is what sets them... thus the only thing I need the DC for is the actual obstacle, any other DC's will be determined by the manner in which the PC wants to use the particular skill he chooses.
How do I resolve the river crossing without needing to know (eg) how wide and deep the river is? Or without having to engage in detail with the PCs' equipment lists?
First the +2/-2 rule in Pathfinder is your friend... you want to stay relatively detail free... any equipment that can help adds a +2 (that doesn't stack) and anything that hinders crossing is a -2.
Next we know that a succesful swimming check allows you to move half your movement, since again we are keeping this short and sweet we set the width in the range of one succesful roll for the majority of characters... 15' and since the description of the river is a strong current... the DC=15 to swim... that took me every bit of 10 secs to figure out. Now the thing is if I want this to be a more detailed encounter/scene I can tweak the DC to swim the length of the river when I create it... sorta like adjusting the level, complexity, advantages, etc. in 4e. In other words 4e can get just as complex if you use all the rules.
I know how 3E resolves the dealilngs with the hermit (Diplomacy and/or Charm Person). How does it resolve building the hut?
Who said anything about building a hut... I said makeshift shelter, and thus survival would be the most appropriate skill with a DC of 15.
How is caution and awareness resolved? Perception and Steath check? How many? At what DCs?
You would resolve them vs. the Bandit with the highest perception score. One roll for him and everyone who tries to sneak past would roll vs. that. Perception vs. Bandit with highest Stealth score.
The questions I'm asking aren't meant to be rhetorical, or pointless niggling. In practice, if I was to run your scenario, they are questions I would have to answer. The skill challenge structure provides answers to them.
So do the skill rules in 3.x/Pathfinder... you just refuse to admit it.
In playing a game with a detailed map in which the players engage with the minutiae of the terrain, I also know how to get answers (eg there will be rules for making stealth checks while moving through shrubbery of a certain density, or for throwing a rope and grapple across a river of a certain width).
But I don't have a clear sense of how to answer them if I want to resolve a situation without the degree of minutiae described in the previous paragraph, and without the sort of structure provided by a mechanic like a skill challenge or a HeroQuest extended contest.
Yet I just did... and at a certain point all games including 4e and Heroquest require DM fiat for situations and actions that are unexpected. You will never be able to prepare in advance for every situation... that's what improv is about. IMO, you may prefer a system but once one chooses their system and becomes familiar with either 3.x/PF or 4e it becomes easy to improv with. I honestly get the impression you aren't that familiar with 3.x/PF... am I right?
How do you achieve this? For example, with crossing the river - you describe how wide and deep it is, the players start looking over their character sheets to see how much rope they have, who has the best STR/DEX for throwing a rope across, etc. You set DCs, rolls are made. It seems to me that this is going to take a certain amount of time to play out regardless of how much time those at the table want to spend on it. Of course the GM could just handwave it - but in my view this is not very conducive to the players driving the resolution of the situatoion ("heroic protagonism").
Wait a minute here... I've had the same thing happen in 4e and I think you are being disingenuous if you say it doesn't. My PC's look at who has the best skills... how those skills can be maximized, who can aid who, and so on, to ensure success... it just takes place moreso on the meta-game level than in-game... but it still happens. That said...
Now you're setting up a situation that was not what we were talking about. First you are assuming a DM must have every situation prepared for...not true. in every edition DM calls are necessary. Secondly, you as DM are allowing a quick overland journey to be bogged down in minutae when in fact you don't have to. My initial setup was to have each PC state what they are doing and roll... plain and simple, but now you're changing the parameters of the encounter I set up as DM (RULE 0)... players should know how their skills work so that's not on you as a DM, and I've shown you above how easy it is to set up DC's for obstacles.
What I do find interesting is that you seem to be saying that in 4e having pre-set DC's based on level (as opposed to ther world or even the choices the hero makes)... somehow empowers "heroic protagonism"... and I find that hard to believe. Is this what you are claiming?
Everyone? Just the player of the ranger? At what DC? These are the questions that I need to answer to resolve the situation. The skill challenge mechanic answers them.
These same questions have to be answered in 4e since characters can have the same skills and anyone can choose to act or not to act in a SC... not seeing your point?? I will say the survival skill in PF has a certain number of other people who can benefit from your check that is determined by how high you roll.
And a Survival check - either by one player, or by every player - doesn't seem to me to achieve the same pacing, and the same dramatic relationship between the activities of particular players and their PCs, and the final outcome, as does the skill challenge I described above.
Yet tons of 4e skill challenges have every PC make an endurance check during travel... and tons of players only have the person with the best skill make a check to avoid failures... what's the difference? Basically you're taking how Permeton's particular skill challenges (which I'm not sure are exactly by the book) are designed and how his players appproach them and claiming that bothy of these are because of 4e's skill challenge rules... and they aren't. You're slapping your own coat of narrativist play over a predominately gamist system.