Allow me to demonstrate: The ranger's player says to you, "We want to cut through the jungle instead of taking the road the long way around."
Walk me through the steps you take to resolve that action using a skill challenge. Starting with how you design the skill challenge and then taking me through each check and its outcome (specifying who's proposing the checks, what they're proposing, and how it resolves).
I will then demonstrate how (a) you did, in fact, set the DCs you're claiming you didn't set and (b) the skill challenge mechanics were completely irrelevant to what you just did.
Pemerton chose not to respond to this, so I've decided to make the demonstration using the "Example of Play" from the skill challenge rules in the Rules Compendium:
DM: You're left with the last misty remnants of the strange creature's corpse and a handful of frightened witnesses. "What was that thing?" Pendergraf asks. "And where did it come from?"
Kathra: Can I make an Arcana check to see if I know anything about it?
DM: Sure.
Kathra: I got a 14.
DM (marking down a success for the characters): Okay, you know that the creature was some sort of demon, not native to the world.
Uldane: Can I look around and see if I can tell which way it came from?
DM: Sure, make a Perception check.
Uldane: Ouch, a 9. Someone remind me to open my eyes the next time I try looking around.
DM (marking the first failure): It takes quite a bit of work to uncover the tracks. It looks like they head to the east side of town.
Valenae: Let's follow the tracks. If we want to protect Pendergraf and the other priests of Pelor, we need to find and destroy whoever summoned that tihng.
DM: The tracks continue for a block or two before they twist and turn around. You realize that you confused the monster's tracks with a horse's, double back, and finally find the trail. It leads to the river quarter, the roughest part of town. The trail ends outside a rundown tavern. Three thuggish-looking men sit on a bench by the front door. They glare at you as you approach.
Kathra: I'd like to talk to the men to see if any of them saw the demon come by. How about a Diplomacy check - an 11.
DM (marking the second failure): The thugs make a show of ignoring you as you approach. Then one of them stands: "Around here, folks know better than to stick their noses where they're not wanted." He puts a hand on the hilt of his dagger.
Shara: I put a hand on my greatsword and growl back at them, "I'll stick my sword where it's not wanted if you keep up that attitude." I got a 21 on my Intimidate check.
DM (marking the second success): The thug turns pale in fear as his friends bolt back into the tavern. He points at the building behind you before darting after them.
Dendric: What's the place look like? Is it a shop, or a private residence?
DM: Someone make a Streetwise check.
Uldane: Using aid another, I try to assist Dendric, since he has the highest Streetwise, I got a 12, so Dendric gets a +2 bonus.
Dendric: Thanks, Uldane. Here's my check... great, a natural 1. That's a 10, even with Uldane's assistance.
DM (marking the third and final failure): It looks like an old shop that's been closed and boarded up. You heard something about this place before, but you can't quite remember it. As you look the place over, the tavern door opens up behind you. A hulk of a half-orc lumbers out, followed by the thugs you talked to earlier. "I heard you thought you could push my crew around. Well, let's see you talk tough through a set of broken teeth." Roll for initiative!
Now, pay close attention while I use my strange and eldritch arts to demonstrate what this example of play would look like if no skill challenge mechanics were used at all.Kathra: Can I make an Arcana check to see if I know anything about it?
DM: Sure.
Kathra: I got a 14.
DM (marking down a success for the characters): Okay, you know that the creature was some sort of demon, not native to the world.
Uldane: Can I look around and see if I can tell which way it came from?
DM: Sure, make a Perception check.
Uldane: Ouch, a 9. Someone remind me to open my eyes the next time I try looking around.
DM (marking the first failure): It takes quite a bit of work to uncover the tracks. It looks like they head to the east side of town.
Valenae: Let's follow the tracks. If we want to protect Pendergraf and the other priests of Pelor, we need to find and destroy whoever summoned that tihng.
DM: The tracks continue for a block or two before they twist and turn around. You realize that you confused the monster's tracks with a horse's, double back, and finally find the trail. It leads to the river quarter, the roughest part of town. The trail ends outside a rundown tavern. Three thuggish-looking men sit on a bench by the front door. They glare at you as you approach.
Kathra: I'd like to talk to the men to see if any of them saw the demon come by. How about a Diplomacy check - an 11.
DM (marking the second failure): The thugs make a show of ignoring you as you approach. Then one of them stands: "Around here, folks know better than to stick their noses where they're not wanted." He puts a hand on the hilt of his dagger.
Shara: I put a hand on my greatsword and growl back at them, "I'll stick my sword where it's not wanted if you keep up that attitude." I got a 21 on my Intimidate check.
DM (marking the second success): The thug turns pale in fear as his friends bolt back into the tavern. He points at the building behind you before darting after them.
Dendric: What's the place look like? Is it a shop, or a private residence?
DM: Someone make a Streetwise check.
Uldane: Using aid another, I try to assist Dendric, since he has the highest Streetwise, I got a 12, so Dendric gets a +2 bonus.
Dendric: Thanks, Uldane. Here's my check... great, a natural 1. That's a 10, even with Uldane's assistance.
DM (marking the third and final failure): It looks like an old shop that's been closed and boarded up. You heard something about this place before, but you can't quite remember it. As you look the place over, the tavern door opens up behind you. A hulk of a half-orc lumbers out, followed by the thugs you talked to earlier. "I heard you thought you could push my crew around. Well, let's see you talk tough through a set of broken teeth." Roll for initiative!
DM: You're left with the last misty remnants of the strange creature's corpse and a handful of frightened witnesses. "What was that thing?" Pendergraf asks. "And where did it come from?"
Kathra: Can I make an Arcana check to see if I know anything about it?
DM: Sure.
Kathra: I got a 14.
DM: Okay, you know that the creature was some sort of demon, not native to the world.
Uldane: Can I look around and see if I can tell which way it came from?
DM: Sure, make a Perception check.
Uldane: Ouch, a 9. Someone remind me to open my eyes the next time I try looking around.
DM: It takes quite a bit of work to uncover the tracks. It looks like they head to the east side of town.
Valenae: Let's follow the tracks. If we want to protect Pendergraf and the other priests of Pelor, we need to find and destroy whoever summoned that tihng.
DM: The tracks continue for a block or two before they twist and turn around. You realize that you confused the monster's tracks with a horse's, double back, and finally find the trail. It leads to the river quarter, the roughest part of town. The trail ends outside a rundown tavern. Three thuggish-looking men sit on a bench by the front door. They glare at you as you approach.
Kathra: I'd like to talk to the men to see if any of them saw the demon come by. How about a Diplomacy check - an 11.
DM: The thugs make a show of ignoring you as you approach. Then one of them stands: "Around here, folks know better than to stick their noses where they're not wanted." He puts a hand on the hilt of his dagger.
Shara: I put a hand on my greatsword and growl back at them, "I'll stick my sword where it's not wanted if you keep up that attitude." I got a 21 on my Intimidate check.
DM: The thug turns pale in fear as his friends bolt back into the tavern. He points at the building behind you before darting after them.
Dendric: What's the place look like? Is it a shop, or a private residence?
DM: Someone make a Streetwise check.
Uldane: Using aid another, I try to assist Dendric, since he has the highest Streetwise, I got a 12, so Dendric gets a +2 bonus.
Dendric: Thanks, Uldane. Here's my check... great, a natural 1. That's a 10, even with Uldane's assistance.
DM: It looks like an old shop that's been closed and boarded up. You heard something about this place before, but you can't quite remember it. As you look the place over, the tavern door opens up behind you. A hulk of a half-orc lumbers out, followed by the thugs you talked to earlier. "I heard you thought you could push my crew around. Well, let's see you talk tough through a set of broken teeth." Roll for initiative!
Kathra: Can I make an Arcana check to see if I know anything about it?
DM: Sure.
Kathra: I got a 14.
DM: Okay, you know that the creature was some sort of demon, not native to the world.
Uldane: Can I look around and see if I can tell which way it came from?
DM: Sure, make a Perception check.
Uldane: Ouch, a 9. Someone remind me to open my eyes the next time I try looking around.
DM: It takes quite a bit of work to uncover the tracks. It looks like they head to the east side of town.
Valenae: Let's follow the tracks. If we want to protect Pendergraf and the other priests of Pelor, we need to find and destroy whoever summoned that tihng.
DM: The tracks continue for a block or two before they twist and turn around. You realize that you confused the monster's tracks with a horse's, double back, and finally find the trail. It leads to the river quarter, the roughest part of town. The trail ends outside a rundown tavern. Three thuggish-looking men sit on a bench by the front door. They glare at you as you approach.
Kathra: I'd like to talk to the men to see if any of them saw the demon come by. How about a Diplomacy check - an 11.
DM: The thugs make a show of ignoring you as you approach. Then one of them stands: "Around here, folks know better than to stick their noses where they're not wanted." He puts a hand on the hilt of his dagger.
Shara: I put a hand on my greatsword and growl back at them, "I'll stick my sword where it's not wanted if you keep up that attitude." I got a 21 on my Intimidate check.
DM: The thug turns pale in fear as his friends bolt back into the tavern. He points at the building behind you before darting after them.
Dendric: What's the place look like? Is it a shop, or a private residence?
DM: Someone make a Streetwise check.
Uldane: Using aid another, I try to assist Dendric, since he has the highest Streetwise, I got a 12, so Dendric gets a +2 bonus.
Dendric: Thanks, Uldane. Here's my check... great, a natural 1. That's a 10, even with Uldane's assistance.
DM: It looks like an old shop that's been closed and boarded up. You heard something about this place before, but you can't quite remember it. As you look the place over, the tavern door opens up behind you. A hulk of a half-orc lumbers out, followed by the thugs you talked to earlier. "I heard you thought you could push my crew around. Well, let's see you talk tough through a set of broken teeth." Roll for initiative!