Celebrim said:
The 'running away from danger case' is particularly the case I had in mind where you could force a group challenge. But there are only so many collapsing castles or the like you can do in a campaign before it becomes silly. In any event, as I said, I can already do this, it just involves using a lower DC than you'd use if you were running SAGA.
A DC lower to the point where it's conceptually silly. To give a 10th-level fighter a chance to traverse a narrow walkway, it cannot be narrow at all, since even a DC 10 check will present problems to him, while a 10th-level rogue might easily have +20 to balance.
Under either rule set, if you set the DC such that the guy with the best balance is even challenged, then if you force a group skill check it is almost certain that someone will fail.
Less certain in Saga, where the difference between the best and the worst will be somewhere around 15 (at all levels!), than in high level D&D where the difference between the best and the worst can be 30+.
b) Disguise (or hide) the party as something believable and then use the party spokesperson to bluff his way in. This turns a group challenge into an individual challenge.
Why is this desirable, other than to make it work better under the existing rules?
As a general rule, aren't group challenges better? Because they challenge the whole group, rather than having three out of four people just sitting there hoping that the one guy does his job?
The 'spot' situation is exactly what we have now. The only difference is that the Bandits have to be significantly stealthier in order to have a meaningful ambush. And its not in and of itself a group skill challenge (you don't give out XP for avoiding surprise in addition to winning the combat).
The thing is, under current rules, spot checks are utterly unexciting for my 15th-level wizard. If there's a doubt the group (including the 14th-level scout) will see it, he cannot succeed, ever. If he has even a chance to see it, the scout will certainly see it anyway.
If the difference between our modifiers was 10 or 15 instead of 25, the scout would still be a great spotter and my wizard a crappy spotter, but I'd be interested when a spot check was called for.
I feel that might be an improvement.
Of course, you could reduce the gap without auto-advancing skills. But auto-advancing skills also follow the conceit that high-level characters are better than low-level ones, which is followed by a good part of D&D anyway. As I've said, it remains to be seen how it will be implemented, but I don't see it as unreasonable to look at skills and say "hey, this should work just like everything else".
And it might be argued that it produces unreasonable results to do otherwise. Isn't it strange that a 20th-level guy will almost always beat a 1st-level guy at a dagger-throwing contest or a drinking contest, but the 1st-level guy might easily wipe him out in a balancing on logs contest?
The 'everyone has to talk to the noble' situation is another one I'd already thought of. Again, only so often you can do this before it starts feeling contrived.
It seems to me that three people always having the same one speak for all of them on all subjects is much more contrived.
Very few characters are going to deliberately play the action movie bumbling side kick that gets everyone in trouble by sticking thier nose in where it doesn't belong, and few parties are going to forgive the player for 'ruining everything' if it is a habit.
With less of a gap, and your skills advanced to a certain level just by the virtue of being a hero, you aren't certain to ruin everything the when you go outside of your specialty.
That is rather the point.