Haffrung Helleyes said:
Perhaps I could have used a better adjective than 'Trite', since the definition you point out wasn't exactly what I was trying to convey.
In an RPG my suspension of disbelief can only go so far. I find the idea that someone could make a History check or whatever to find a passage out of their prison cell just too hard to believe.
So you, as the DM, veto the idea. I happen to agree, because unless the secret passage was on an ancient map, or had played some significant role in history, there would be absolutely no reason for History to be appropriate in that situation, even if it was decided that such a passage did in fact exist.
Just to quote from the blog that is behind this controversy:
"...the default assumption in 4th Edition is that players should and will find creative solutions to problems, and the rules are designed not only to allow the DM to fairly adjudicate those assumptions but also to reward players for doing so."
First, notice the reference to DM adjudication.
Second, I don't think we should automatically assume that it means "reward players for holding up their character sheets and pointing to their best skill". It seems more likely that they mean "reward players for coming up with a clever, plausible plan".
Haffrung Helleyes said:
The problem with players taking narrative control is that there aren't any good boundaries for how far that control should go. Can the player use his History check to find a sewer entrance? OK, if that works, how about finding a loaded crossbow in a barrel? Or a treasure chest? I just disagree with the whole approach to roleplaying; I rejected it in my games in the 80s and 90s when the Storyteller system came into vogue, and I reject it now. It isn't fun for me; nor is it for the friends I have grown up playing RPGs with over the years.
So there's no problem is there? You and your players are in agreement.
Without seeing the encounter decribed in the blog, we don't even know if the sewer had been written in already. This was a encounter designed to showcase the skill system, so it's actually quite reasonable to assume that it had. In which case, there's no problem.
When the PCs get captured, having the game stay fun does demand that they find a way to escape, since it isn't fun to roleplay staying in a prison cell for years on end. But I think that there are lots of ways to have that happen that are a lot more believable than just finding a secret passage leading out of your cell because you're a great historian.
Yes, and I suspect that most people, including the people who wrote the 4E rulebooks, would agree with you.
Mouseferatu has said in this thread that the DM still gets to make these kinds of judgement calls - and unlike us, he has seen the entire rules system.
In fact, I'd bet that there's actually a passage in the DMG which says something equivalent to your statement above.
Bribing a guard, for example. You're right that I shouldn't have used the word 'trite', because the truth is, we do see this in media a lot. But we see it in films and TV shows precisely because it's believable; it's more believeable in '24', for example, for Jack Bauer to overpower his guard by feigning illness, or bribe him, or be rescued by his friends, than for Jack Bauer to find a secret passage leading out of his prison cell.
But let's take this example ; bribing the guard . In my opinion, it should require one of a few specific skills (Bluff, or Diplomacy, for example). It isn't a good idea for the DM to let someone use their 'History' skill to bribe the guard.
There you are then. Once again, you've demonstrated how the 4E skill system can be sensibly handled. It's not exactly rocket science - why assume, on the strength of an ambiguous blog entry, that professional game designers would throw away basic common sense ?