One of the things I find very interesting about the "skilled play" discussion is different opinions about what
qualifies as "skilled play."
That is, for example,
@Snarf Zagyg explicitly excluded any form of "stuff on one's character sheet" (my phrase, not his) as skilled play.
That idea, I find, is what is particularly old-school in nature: that you should never count any of the
player-side rules as counting for "player skill," only monster-, situation-, and environment-side rules. That is, "player-side" rules are things you write on your own character sheet, while monster-side rules are components of a monster's statblock, environment-side rules are things that define how a physical place works or behaves, and situation-side covers basically all the other miscellaneous concealed rules of running the world.
It is generally a new-school (or at least new
er-school) attitude to include some portion of player-side rules in what qualifies as "player skill." This is one of the things fans of 3rd and 4th edition value, albeit for very different reasons. 3.x/PF fans tend to value player skill WRT player-side rules by treating the player's skill as a
filter: it is understood and even desired that most of the player-side rules are mediocre (or even intentionally bad), in order that the players who find
good rules be rewarded with greater influence over the process of play. Player-side player skill, by this metric, is thus a matter of understanding the possibility space intuitively, choosing the right elements therein, and then applying those elements with cleverness (and, ideally, style). In effect, it is "Wizard-izing" D&D; the Wizard as a class has
always been about knowing a vast amount of mostly-situational tricks, learning how to plan around which ones will be maximally useful, and then (when situations inevitably diverge from predictions) creatively re-applying the tools you have to the situation at hand. It's very self-focused (buffing others is less efficient than solving problems directly), mostly residing in medium- to long-term foresight.
Conversely, the 4th edition approach to player-side rules fostering player skill generally lies in creatively chaining building blocks together so that a strategy coalesces from them in any given encounter (whether or not it is combat-specific). In a sense, it is an exact inversion of the above process: you have a
fixed set of
generally-applicable tools, which you must leverage alongside your allies' tools, in order to overcome a challenge together. It is intentionally very group-focused: trying to play 4e in the "solving a problem is better than coordinating with an ally" approach is almost always going to go
very badly, because the game was hard-coded to expect teamwork. Likewise, with a (mostly) fixed list of powers, chosen from a relatively small pool each time you get a choice, there's very little need for long-term foresight. Instead, you mostly look at
short-term foresight, what doing something
this turn can do for your allies
next turn and such, rather than what you
might use six hours from now.
I, personally, am more in the new-school camp. I don't, again
personally, see all that much value in developing a "standard operating procedure" for how to not die to ridiculously lethal traps, and I don't see all that much
skill in "memorize these statblocks and hope the DM doesn't alter them later to screw with you," which are usually held up as two of the more important parts of "player skill" in older editions. Part of the reason I don't see much in these things is the demonstrable DM-player arms race that results: players lose characters to being attacked by prepared monsters on the other side of a door, so they start listening at doors; DM ceases to be able to challenge players with encounters on the other side of a door, so she introduces ear seekers; players lose characters to ear seekers, so they start carefully checking every door and religiously (heh, punny) casting
cure disease to ward off any potential seekers; DM invents some other gotcha mechanic for players to fall to and then memorize; lather, rinse, repeat. And it's not just ear seekers; cloakers, cursed items, black puddings, rust monsters, the aforementioned lurkers, darkmantles, even things I hadn't heard of before like "disenchanters" and "piercers," are all instances of "disrupt the players' SOP so they cease being so comfortable and smug about their survival." Even the classic troll is, in some sense, a monster of this vein: a puzzle that, once solved, must eventually be replaced with a
new puzzle that is difficult or impossible to defeat until it is solved and thus invalidated, continuing the vicious cycle.
By that same token, I totally understand the old-school criticism usually phrased as some variation of "being unable to think beyond the sheet." That IS a valid concern. My problem with it is, mostly, that a LOT of people conflate "having many things on the sheet, which can potentially be useful," with "
causing people to be unable to think beyond it." It's especially frustrating when some of these very same people will say that, and will then gush over the creativity of...casting a spell at a clever time, or using an item or combination of items in a clever way, when
those things were taken from somebody's character sheet too. But even with those grumbles, I have to agree that it IS a risk, and you DO need to take steps to encourage your players to have an expansive interpretation of what they can do with the tools they have--whether those tools are "adventuring gear we bought," "magic items we have," "character abilities we can use," or whatever else.
As with the OP, I do not mean to disparage any style of play, and I totally see pitfalls and problem-cases for the style I favor.