D&D combat does not need to be more than a few die rolls over the course of about 5 minutes. Not every fight is fatal, when you account for the difficulty of the overall adventure -- the encounter with the two goblins who harass the party is as vital as the encounter with the Goblin King and his 12 high priests of evil, because the resource attrition in the former affects the difficulty of the latter. There is variable intensity, and encounters can be dismissed quickly if the party wants to try that (the wizard fireballs them all, or the thief finds a secret passage that bypasses the encounter, or the fighter intimidates the leader and routes the whole group).
Which misses the point. The point is that
fights with dragons should never be both short and victorious. In order to allow the thief to be poor at combat if they need to sit out of combats you need to take the dragons out of Dungeons & Dragons. It doesn't matter if the rogue misses the fight with the two goblins - or the wizard leaves it to the fighter. But unless you are going to make the encounter with the Goblin King and 12 high priests of evil as quick as the one with two goblin minions, it
does matter that the thief won't be contributing to
that.
Which means that the thief needs to sit out all the capstone combats. Precisely the worst things to be sitting out. Not only is the thief's player getting bored. But they are getting bored precisely at the moment everyone is supposed to be getting excited for the payoff.
I don't want to spend a lot of time on most combats in D&D. So if someone sucks at them for a minute or two, it's not a big deal. Because combat need not be the point, it can just be a few quick die rolls and we can all move on. It's one moment in a broader adventure.
Indeed. But if someone sucks at combat like the thief you can
only have fights that last a minute or two. You can't fight a dragon. You can not fight the goblin king. All your fights must be short and simple. And, as I say, I consider removing the dragons from a game of Dungeons and Dragons to be kinda limiting.
Bench time and backstage time is fine, but if all I have is one line and all I do is touch the ball once a season, you might forgive me if I don't exactly make time every week, putting aside other activities and responsibilities, for about a year, to volunteer to mostly watch other people play D&D. No one is paid to play, there's nothing at stake, why would I sign up for that?
Possibly so. But what your proposal amounts to is telling the thief "Sure you can play. But we are simply going to bench you
for the big games." Which is almost worse than being benched for the whole season so you can wander off with a clear conscience.
Of course the solution to this is to give the thief resource management on a par with the wizard. Somehow I doubt that will go down well.
That doesn't really make 'em crap, though.
It might help to think of it this way: the way that you show that you are good or bad at the Interaction pillar of 4e is via Skill Challenges. If there's a dragon you need to talk with, or a king you need to persuade, Skill Challenges are how 4e wants you to handle that.
In that format, say our Level 1 Fighter has an 8 CHA and no training in Diplomacy and they're up against a Moderate DC 12.
But then, this is a 4e Skill Challenge, so why do they need to use Diplomacy? Or Intimidate? Or any Cha-based skill? That player can use any skill she or he can convince the DM to let them use. Why can't they use, say, Endurance to show that they're not sweating the dragon's heat, or Athletics to impress the king by bench pressing his throne with him in it?
Because they are just going to get laughed at.
It has taken me a long time to understand why so many people have problems with 4e skill challenges. But I think I have it.
There are two fundamental approaches to game rules for RPGs. Prescriptive rules and descriptive rules.
Prescriptive Rules (like 3e and GURPS) say "You must do things this way. This is exactly how the game world works. If the rules let you do something you can do it. If the rules don't, you can't. Or you have to ignore the rules."
Descriptive rules (like Fate and most of 4e) say "We are all adults here. You, the players, know what is plausible in the specific situation you are in better than we, the writers, do most of the time. And especially in any way that will involve motivations and reactions. There is no such thing as a Standard Tree (
DC15). Instead we're going to create an open rules system that provides interest, challenge, and balance. And we're going to expect you to do the basic work of keeping your fiction consistent and of applying the rules. We may nail down a few things, and those are generally things that you have no direct experience of, like magic (or like combat - no the SCA doesn't count) in order to help you make your fiction more consistent."
What matters in 4e that means you can't pick up the king on his throne?
Why would that seriously help win the king over? The fiction, rather than the rules, is the focus of the game. The rules are just broad enough to enable and empower you to run the game easily when the PCs try exotic tricks of the sort that PCs come up with.
So to use an example from one of my games, a headbutt, resolved by an athletics check, has been the equivalent of a diplomacy check in a skill challenge. Doesn't match the fiction you think? The person being headbutted was a priest of Kord. And I'm sure my fellow Mass Effect players know about headbutting Krogan...
So to sum up, skill checks count towards the skill challenge
if and only if they make sense as helping the skill challenge within the context of the fiction. If they don't? The DM is outright expected to ignore them for the skill challenge - or even count them as failures (see the intimidation check auto-failure in the first example).
Or, to put things another way, skill challenges work by assuming good faith. And giving the DM tools to handle things if the PCs act in bad faith. Arguments about "You could weightlift the king on his throne" are starting by giving a player acting in bad faith, and the DM not using the tools they are given and encouraged to use to deal with this.
But if PCs act in good faith, there is far more you can do with skills at the right time than the game rules would indicate. See, for example, headbutting Krogan or Kordites. A system that enables you to do things that are appropriate at the right times IMO is far more valuable than one that restricts you.
I come back to the LotR comparison. Samwise might have not done much in many of the fights, but his ability to be the team cheerleader was critical for the success of the overall adventure. If I want to play my character like Samwise, I don't want to bugger around with mighty fightin' time too much, but I really want to have a lot of options for dealing with keeping the party's courage and morale up over the long haul. And Gimli's going to be pretty useless there (though he'll be exactly who I want to kill goblins).
This is remarkably easy - if you accept the classic D&D contention that hit points are not substantially physical. But that's for another thread.