Except that leads back to the problem that only one skill matters, the character's best one. At some point you have to say that a particular skill does not match a particular problem. If a skill is never useful, the player won't use it. If a skill is always useful, the player won't ever use anything else, because it's his/her highest bonus.Vyvyan Basterd said:Except this is how things occur now. The article suggests that you encourage imaginative thinking by finding ways to make the character's skill checks useful and successful. If all your History checks ever reveal is that you are sure that nothing of the sort you are seeking exists, you will quickly become discouraged from using that skill. Just remember that success comes in different forms and that old phrase "be careful what you wish for." Success couple with new tangles based on a player's decisions make for a layered, dramatic game.
Anyway, rather than rehashing the narrative-simulation debate, of which there's already many many pages of discussion here (http://www.enworld.org/showthread.php?t=220605), I would like to say that this was possibly the first really good, interesting, and informative designer post that I've seen so far in the 4e runup. This is what they should be publishing on DDI, not the "whee! mine carts are fun!" foolishness. Thanks to Rodney for writing it, and I hope to read more in the same vein in the future.