Celebrim said:
Or first edition for that matter, even though it did not have a formal skill system.
Or not even playing D&D at all, and having a group of friends making up stories in their living room. The point is, if your entire goal is simply to tell a story, you don't need D&D
at all, any edition. The goal of D&D is to tell a story
via a framework with dice rolls. 3E was the first real attempt to do so outside of combat. 4E actually does it well.
I get really tired of people claiming that the rules forbid things that they were silent on. That that the rules don't forbid, they permit.
The rules did forbid multiple uses of certain skills.
I can design a skill challenge under the RAW even without the slightlest stretching of interpretation. It's not hard. One example would be 'Convince the council of Lords to elect you the new king.' Each of the 9 city council members must be convinced of your claim to the throne using whatever means appropriate to that NPC. Since each council person has different goals and personalities, no one single roll will do the trick. Five successes required to win the challenge.
Sure, but I don't see everyone participating. I see the one +53 Diplomacy character rolling five times.
Another example would be a door which has 3 (or more) separate simple locks and traps on it. Multiple successful rolls may be required to open the door without penalty.
Same thing. The rogue with the highest skill modifier rolls Open Lock 3 (or more) times.
Another example might be a 'survive the ship wreck'/'hurricane'/'night in the mountains in a snow storm' type encounter. Again, no one roll generally does the trick within a larger more abstract goal like that. I've been facing and designing encounters like this since 1st edition.
Yes, you narrate the whole thing instead of rolling. That's fine, but not D&D. The point is that the 4E skill system interacts with
all players on a
mechanical basis where 3E and previous editions did not.
I've never denied that. In fact, since the very start I've said that the point of a skill challenge was to provide a non-combat system which did not depend significantly on DM fiat and so was suitable for using within tournament modules (and computer games).
And neither am I saying that. I would hazard that some differences between a "game" and a "story" are (1) a random element, and (2) codified turns. If you all want to sit around a table narrating a skill challenge, fine. It's not D&D, it's not a game: it's telling a story. D&D
is a game, for which I appreciate a mechanical system that does not
solely depend on DM fiat, just as I appreciate a mechanical system for combat (since D&D has existed) that does not depend solely on DM fiat.
Agreed. I would argue however that for casual PnP play such an inflexible system is generally inferior to one in which DM judgement and invention is allowed to occur within the framework in responce to player creativity.
What is the code for the

icon?!?!
Story awards are most certainly not against the 3.X rules. What 3.x lacked wasn't story awards, it was any kind of system for matching a story award to the difficulty in accomplishing it.
...exactly. A couple lines in the DMG saying only to the effect, "You can give XP if you want as a story reward" doesn't cut it. "Matching a story award to the difficulty" is intrinsically more helpful.
The majority of these are advantages you accrue from other aspects of 4e that have nothing to do with the skill challenge system.
Also (partially) true: part of the reason why I like the 4E skill challenge system is how it sork with the rest of the 4E mechanic.
Use of the 3.x system does not preclude having an RP centric group that also heavily relies on the skill system to resolve non-combat events.
Only if you are pretending to use "rules" as the basis for non-combat encounters.