Storm-Bringer said:
So, the DM decides handling the body-bomb roughly will set it off automatically, but according to the rules, that is still four failures away. The players are expecting four failed checks to result in failure, but the DM determines that cutting the body down sets it off. The DM can't really express their expectations, or they are pretty much giving away the answer. The players are upset that one skill was rolled to cut the body down, or maybe no skill was rolled, but they still failed.
The notion of "the answer" here is unhelpful. A skill challenge is not about the players guessing something the GM is keeping secret (eg what skill to use). It is about the players, using their PCs as the medium, taking control of the storyline of the game.
Storm-Bringer said:
You don't have to buy it. The point is, the trap won't go off until the four failures are rolled. If the DM determines certain actions automatically fail the skill challenge, we are back to 'pixel-bitching', which is what this system is designed to avoid.
As others have said, this is obviously not true.
Consider a social challenge, and suppose one of the PC's actions is to feed the courtier to their Sphere of Annihilation - this is clearly a decision, by the
player, not to engage in the challenge, and would change the focus of play to something else.
If there is any doubt as to whether the action in question is meant to be a move in the challenge or a repudiation of the challenge, the GM can always ask the player.
Storm-Bringer said:
People seem to think this system is the godsend for bad DMs to suddenly turn into Orson Wells of the tabletop.
Who said this? Harr didn't, for example.
The system is a way of improving (for certain RPGing preferences) the way that non-combat challenges are resolved. No one has ever suggested (at least to me) that HeroWars would turn a bad GM into a good one - but this does not mean that the HeroWars mechanics are not better than those of 3E for facilitating a certain sort of play.
Storm-Bringer said:
I am sure you are correct, it is not a new mechanic with 4th edition. That isn't really the point. The idea is valid, it's the implementation that is the issue here.
I would be willing to bet hard money that in previous incarnations, the skills used were better defined or more specific, and skill challenge sequence was flexible enough to accommodate some 'not what the DM intended' skill use. The major problem that arises here is how the success/failure goal is entirely divorced from the skills being used, in addition to the skills being so overly broad as to be nearly meaningless.
Are you comparing the mooted system for 4e with other
known systems of this sort, such as HeroWars? If so, there is no problem in divorcing the goal from the precise skills used - and there is no such thing as "intended skills". The point of the mechanic is to allow the players to shape the story by narrating the relevance of the skills they wish to use.
Storm-Bringer said:
Then, named skills are unnecessary.
<snip>
All the DM has to do at that point is announce the challenge, and the players call out a letter while they are rolling until the success or failure of the encounter is determined, and make up a story. As mentioned elsewhere, it's writing a story about your craps game.
Of course if the events narrated in the game do not matter to the GM and players (ie if it is no part of their pleasure in RPGing to make any sort of point - be it aesthetic, thematic, whatever - through the story that they narrate) then that GM and those players won't especially care for skill challenges. But in such a case they presumably they wouldn't care for whatever it is - presumalby a mixture of GM-fiat and drama-driven action resolution with few guidelines - that the skill challenge is replacing. So there is no net loss.
There is only a loss for those with simulationist preferences. But this is so obviously the case with 4e that it can hardly be a surprise that its non-simulationism extends to its non-combat mechanics.