KidSnide
Adventurer
In my mind, the method of creating material for the game world as a justification response for the mechanics is bass ackwards. The game world space belongs to the participants and the mechanics should fit into that space rather than the space expanding and contracting to fit the mechanics.
I agree with you that game world material as a justification for the mechanic is wrong, but I don't think that's what going on in the "modern" style. The right way to think of the modern style is the "level appropriate DCs" are guidelines to the appropriate challenge. Climbing a smooth 80-foot cliff should have the same DC for 4th level characters and 14th level characters. The difference is that it's a deadly impossible challenge for 4th level characters (who should be finding a way around the cliff) while it might be a level-appropriate challenge for 14th level characters.
That module writers provide DC 34 cliff faces with no explanation (e.g. it's 20 miles tall and made out a solid sheet of oily glass) is an example of bad module writing, not bad mechanics.
I find the concept interesting but the actual procedure too structured and tedious for my tastes. Mechanically it is a combat against a task featuring players taking turns rolling to "attack" the task with thier chosen weapon (skill). Challenge complexity is opponent level. Number of successes represent monster hit points, and number of failures are PC hit points.![]()
For what it's worth, skill challenges are a lot more fun when there are big modifiers (I use -10, -5, +0, +5 and +10) for how good your idea is of how to engage the skill challenge. That makes what the character is trying to do (as well as the player's ability to reason within the game world) at least as important the character's stats and the players' ability to stack assist attempts.
-KS
Edit: As Barastrondo says...