D&D 5E Why Balance is Bad

I am, however, aware that when one player has an utterly different agenda to the other players that is a massive red flag that the player dynamics are badly screwed up. It's not hard coded into the rules. There's no suggestion in the rules that you shouldn't play a Fishmalk. (Or a kender). But they are incredibly heavy warning signs that the player dynamic is incredibly screwed up.

Have to agree here. Player agendas are important, and can truly clash. I have some people I like to play with, but who really do not fit in the same game group. And like in the discussion here, I would be hard pressed to get these players to admit they have an exclusive agenda - they'd each say they just like to play role-playing games, but mean entirely different things when they say this. The problem is that, the more you try to squeeze their different agendas into one single game, the more they react to things they like and not like, and the more exclusive they become. Which means one game cannot cater to both.

As to how this can be hard-coded into the rules, again let me point to how different games can handle interaction skills other than combat very differently.
 

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there are ways to make it work...

forget LotR for a moment. Think leverage...

Player 1: I'm a hacker who can't throw a punch but who can talk his way out of a lot
Player 2: I'm a master grifter who can convince people I'm anyone and sometimes multi people...
Player 3: I'm a theif, I've worked alone because I'm kind of crazy, but I can kind of hold my own if a fight breaks out.
DM: My main NPC will be the guy who tracked all of you guys down to catch you, now after a horrible incident is turning to you for help... this will be great a game of mostly RP and no real combats...
Player 4: I'm a hitter, I hurt people and kill people...

It can be worked put just see Eliot

You mean Elliot the Retrievals Specialist who even one of the writers has compared to Batman? Who almost never kills? Elliot has the same goals as the rest of the party there - and is in some ways the most challenging to play. Elliot is the escape route. When Nate's plan has gone completely pear shaped that's when Elliot normally comes in to play. But he's competent at most of the other roles (unlike Sam who would actually slow the rest down at exploration) and works towards the same goals as the others by the same methods (again unlike Sam).

Sam on the other hand makes the combined team weaker much of the time. He slows everyone else down on foot. (Legolas, Gimli, and Aragorn could pursue the Uruk-hai incredibly fast; not if they have to drag Sam around with them, so options are off the table). In combat he needs to be protected and doesn't contribute other than by kill stealing. And hope isn't something that's a major issue with any of the three characters named. And Kamikaze Midget's attempt to hack him in to the combats by making him kill steal are just going to annoy the other three.

Again, not that Samwise Gamgee is a worthless character. Merely that by picking him in a party with just Legolas, Aragorn, and Gimli, the player is saying "I want to force themes like hope on your characters, I don't want them to be able to show off their competences in exploration, and I want to sit out of the part of the game where you all come together."

The equivalent to adding Sam to the Leverage team wouldn't be adding Elliot, but adding Jayne from Firefly. Again, nothing against Jayne as a character. Or putting Jayne on the Firefly crew. But he doesn't belong with the Leverage crew.

I will posit that: because the illusionist does little more than create illusions, he is reliant on his comrades and surroundings. Combat with an illusionist in an open field will probably leave the poor illusionist out of spells and the guy he was illusioning quite unharmed.

Tell it to Loki. If you are a decently creative illusionist, what kills people isn't the illusions. It's the truth they don't see. Combat with an illusionist in an open field should leave the guy the illusionist was fighting swinging at air and the illusionist appearing behind them and plunging a dagger into their kidneys.

Fighting an illusionist on the edge of a mountain, well that's a different story. An illusionist still needs a way to defeat his enemy, not simply make him blunder around for a bit, so really an illusionist with nothing else(allies, environment, etc..) is probably going to only use their spells long enough to confuse their foe and run away.

This applies only to illusionists who are monomaniac enough to rely entirely on their spells. Rather than carry a dagger as well. Of course D&D has historically been terrible at handling such illusions and shell games. But that isn't a problem with the illusionist so much as the implementation.
 


Starfox said:
Player agendas are important, and can truly clash. I have some people I like to play with, but who really do not fit in the same game group. And like in the discussion here, I would be hard pressed to get these players to admit they have an exclusive agenda - they'd each say they just like to play role-playing games, but mean entirely different things when they say this. The problem is that, the more you try to squeeze their different agendas into one single game, the more they react to things they like and not like, and the more exclusive they become. Which means one game cannot cater to both.

I don't think my experience in playing universally with groups that are more invested in having a good time and hanging out with friends than in having the One True RPG Experience (whatever that might be to them) is that unusual, but perhaps I've been spoiled. I've encountered strong preferences on occasion (one of my recent playtest players had a huge, near-exclusive love for 1e D&D), but never someone so bent on having their way that they can't tolerate other people enjoying themselves, as long as they get some of what they want, too.

Player agendas matter, and they can clash, but people are pretty damn flexible, and a game isn't going to solve your social issues. I mean, I can never play a true Planescape game with [MENTION=22779]Hussar[/MENTION] , but I'm not going to cry too much about it -- there's a lot of other things I WILL play with him, and we are a pretty good match 95% of the time! And nothing in his preference stops me from looking for a group to play PS with!

And that isn't about Planescape, really. It's all about us not being jerks to each other (He gave a kind-of-PS game a try, after all!). It's about me recognizing his strong preference and accepting it, and him recognizing my strong preference and accepting it. Game rules won't mediate those Athasian-dolphin-infested waters. ;)

You can cater to multiple clashing agendas as long as those with those agendas recognize and respect that other people have other agendas that are just as worthy of being met. Kind of basic human empathy, really. The stakes are really quite low in our make-believe elf games: spend 10-15 minutes of your precious time not being the center of attention to let Jane be, and she'll do the same for you.

If that's pushing the envelope of acceptability, I'd challenge you to step outside of your comfort zone. ;)

Km, I think our Dark Sun game sheds some light on your idea. My character has a strong intimidate score. I've used that more than a few times to end fights.

And it typically feels very anticlimactic when I do.

How do you avoid that with you Sam character? What's the difference?

Well, the pithy response is "design that use of Intimidate better." ;) Seriously, it's the equivalent of four successful sneak attacks in terms of HP's, when it works.

But lets be precise about how that scenario might look to get more concrete and not so much theory:

[sblock=the breakdown]
Say we're in a fight in Dark Sun with a creature that should be a fairly epic fight -- like, a Silt Horror is attacking the ship we hired to explore the Sea of Silt. Now, the DM is convinced they want to spend an hour or longer on this fight. Big epic creature, big epic challenge. I'd personally question the need for this time-sink in the first place, especially for most games, but lets put it as a given: it's gonna be a LONG scene.

Lets additionally posit that this is a sandbox-style game: the DM is designing this challenge to be agnostic to what the characters actually are, maybe even before the characters are created.

Because of the Three Pillars, the DM, even without PC's made, has a good idea about the kind of encounter this should be: if D&D characters can be good at Combat, good at Interaction, and good at Exploration, and this is a big, epic fight that is supposed to challenge the whole party for an hour, then it should challenge the party in Combat, in Interaction, and in Exploration.

So the DM begins crafting the encounter. He gives the thing HP, AC, attack and damage. He imagines it rising up out of the silt to try and capsize the ship and hit things with its infinite tentacles, and he imagines that a Combat-loving character would leap in and start beating that thing up. Cool!

It's a wild beast, so for an Interaction character, it might not be the juiciest challenge -- not exactly a critter made for conversation! But because it's an epic, hour-long scene, and the DM knows that D&D is a game that features the Three Pillars, he wonders about how he might include some NPC's. Perhaps the PC's ship isn't the only one caught in the tentacles of the Silt Horror! Any PC's strong on the Interaction pillar could use those NPC's by using their own powers and abilities: the NPC's cold be come a ragtag army fighting with the party with a little inspiration, or they might be encouraged to flee so that the heroic PC's could handle them, or maybe they can be manipulated into being juicier targets for the Silt Horror than the PC's, enabling the PC's to gain the edge for a time! That sounds cool -- the PC who wants to play the hero that persuades people can do that in this encounter, too. Now the encounter with the Silt Horror is happening just as the PC's stumble upon a Silt Horror attacking a ship -- turns out the noise and commotion attracted another one that attacks the PC's ship as they pass nearby! The DM can use hypothetical 5e rules like Morale or Leadership to adjudicate this, and is supported by 5e ideas like dirt-simple combatants (if you have a crew of 20, you don't need to spend 5 minutes on each member of the crew).

The DM could have gone another route. Perhaps the party's ship has NPC crew members. Perhaps a group of silt pirates tries to take advantage of the party's ship. Perhaps the DM decides that he's not that interested in adding NPC's to the encounter, and decides that it's OK that the thing doesn't last an hour because of that. But the addition of NPC's makes it More Epic and better designed, too!

Now we have any Combat character happy, and any Interaction character happy, but what about any Exploration character? The most obvious idea that occurs to our DM is....silt storm. Now our Exploration character has to help steer the ship as it is being besieged by a silt horror and also ripped to shreds by wind and grit. Any Exploration character can help see through the storm, see the escape route, protect the ship, and maybe even shake the Horror off, or get a better place to attack it from, while riding great silt waves, and keeping the sails taught!

There's other things the DM could have done to make the environment part of the challenge, too. Perhaps instead of a silt storm, it's a hot day on Athas, and the Exploration-focused character has to keep everyone cool, find shade, make everyone some margaritas? Maybe some wildlife makes things difficult -- those kestrekels are feeding on the unconscious, making them hard to heal? Maybe the Silt Horror has a weak spot that an Exploration-focused character can find for their allies. Or maybe the DM doesn't want to bugger about with weather this time around, and so the encounter becomes shorter. But the addition of the environment certainly makes it More Epic!

But what if the party is all Interaction or all Exploration or all Combat? Well, the encounter can still be approached simply by cutting up tentacles, or getting the other ship to do so, or escaping through the driving silt...all of those still result in success!

Fortunately, the game can dovetail with this by having character types that are better at one pillar than another, though. This is Dark Sun, so we'll have Nobles that inspire the NPC's, we'll have Druids who pierce the Silt Storm, and we'll have Gladiators that chop at tentacles.

And if you had a noble who loved to Intimidate critters into submission, you'd be able to use that skill to actually intimidate NPC's into doing things that serve your purpose, rather than Intimidating a mindless beast to death halfway through a fight.

And now we have not just "A wild silt horror appears!," but "Through the blowing, driving silt of the silt storm, you hear a loud creaking, cracking noise, followed by distant screams carried by the howling wind. As they grow closer, you can tell that something horrible is happening just beyond the limited vision of your ship....and then you see the tentacles....as they come down on the aft side....and violently tilt the ship, threatening to dump everyone into the silt."

That's an encounter that's worth an hour of your time, and one that everyone will find an interesting way to contribute to, regardless of which of the three pillars they find interesting. It's something that wasn't hard to design thanks to the Three Pillars (there's rules for morale, for persuasion, for inspiration, for silt storms, for vision, for ship navigation...and for a DM who wants to ignore those rules, there's ability checks), it wasn't something that required knowledge of the PC's. It probably took more effort to design than Three Orcs Try To Kill You, but it's an hour-long fight, it deserves more of your attention, and it still didn't demand much (take 20 generic Level 1 Humans, 1 Silt Horror, 1 Silt Storm, and stir).

So in this example, you wouldn't be able to anticlimax the encounter with Intimidate, because Intimidate doesn't work on big dumb animals (unless maybe you're a druid), because the game doesn't feel the need to give you superfluous combat things to do with your skills and your CHA modifier because you can use it just fine to intimidate the things it makes sense to intimidate in any challenge related to your Interaction skills.

Lets go another step, though, because not every fight is going to be with a big dumb animal, right? (Or, what if that druid was an Interaction druid who could tame big dumb animals?) Lets say you're up against a Sorcerer-King. Intelligent. Knows your language. Something that, in the world, would totally make sense for our Noble to intimidate into submission....hypothetically. Totally awesome fantasy heroic move in Dark Sun: "SUBMIT TO ME, HAMANU!" Lets say everyone else in the party is busy beating him about the face and neck. You're the only Noble in a party full of Gladiators (maybe your own gladiators!). They wanna kill the SK, but that's not really your goal -- you want to rule over them. Incompatible goals, right?

Well, not really. All we're really doing is determining, once the encounter is over, who gets to decide what happens: you or your gladiators? It can be a big, hour-long encounter firing on all three pillars (Interaction: There's a rebellious mob! Exploration: The throne room is riddled with tricksy traps!), no problem. And, hell, who gets their way might get determined by who has initiative when the thing is over ("Do you kill him out of vengeance, or let him live knowing the Noble wants to make him bow?"), and it can end with a blow with a stone club from a gladiator, or maybe with a plea to be saved from the mob by the demoralized SK or even with the SK cowering in the corner, all his traps for naught.

Your Intimidate check has no bigger or smaller effect on the overall challenge than the Gladiator's attack roll. You're both contributing an action and a successful roll toward resolving this *your* way, and those work together to make sure that one way or another, the challenge is overcome -- the SK no longer poses a threat, becomes defeated, retreats into the ruins, starts licking the Noble's toes...whatever.

To bring it back to Samwise and the Dragon, maybe the final successful roll of the fight is Sam's Diplomacy roll to persuade the dragon to flee combat and never come back. If Gimli's attack roll was the last successful roll, maybe the dragon would drop dead.

Or maybe you come up with an alternate rule to determine the effects of success. Maybe if more of Sam's skill checks succeeded than Gimli's attack rolls (or succeeded by a bigger margin), when Gimli strikes the last blow, the dragon flees with the last bits of its HP in tow. But to me that all seems like more work than is necessary for something that gets negotiated at tables all the time, even in-character, right now and in the past, without any special rules.

In the end, in both scenarios, you have a game where a good skill check won't anticlimax the fight because it's not worth more than other skill checks or attack rolls.
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[MENTION=2067]Kamikaze Midget[/MENTION]

I read your example, and thought "this is pretty far from conventional DnD". But then I tough of Pazio's adventure paths, which are as close t mainstream as you get these days. Actually defeating the big bad is generally a combat affair. But the combat can certainly be made easier by exploration and socializing, and there are often some kind of victory point counter that depends on all three pillars. That really is similar to what you are describing. And as I said, that is in Pathfinder adventure paths - conventional DnD these days.
 

I don't think my experience in playing universally with groups that are more invested in having a good time and hanging out with friends than in having the One True RPG Experience (whatever that might be to them) is that unusual, but perhaps I've been spoiled. I've encountered strong preferences on occasion (one of my recent playtest players had a huge, near-exclusive love for 1e D&D), but never someone so bent on having their way that they can't tolerate other people enjoying themselves, as long as they get some of what they want, too.

You still aren't getting it. No one is acting in bad faith. They just aren't communicating properly if the characters are Aragorn, Legolas, Gimli, and Samwise. No one is trying to impede the fun of the others. They are just set up for different games. Four great tastes - three of them creamy and the other one acidic. It's going to curdle the cream of the other three. If you have all characters at least vaguely competent in all three pillars (as 4e does) you can guarantee you won't get such curdlings.

And that isn't about Planescape, really. It's all about us not being jerks to each other (He gave a kind-of-PS game a try, after all!). It's about me recognizing his strong preference and accepting it, and him recognizing my strong preference and accepting it. Game rules won't mediate those Athasian-dolphin-infested waters. ;)

This isn't even about strong preferences in terms of playstyle. It's about groups not even talking about such things because they don't realise that they can be issues. Samwise is only turning up because this version of you hadn't talked to Hussar at all and instead just decided to run a Planescape game just because you like it.

You can cater to multiple clashing agendas as long as those with those agendas recognize and respect that other people have other agendas that are just as worthy of being met. Kind of basic human empathy, really. The stakes are really quite low in our make-believe elf games: spend 10-15 minutes of your precious time not being the center of attention to let Jane be, and she'll do the same for you.

Indeed. One way you cater to such clashing player agendas is to check that their character agendas don't curdle each other. One way to check they don't curdle is make sure that everyone has at least some overlap and guide the characters.

Now we have any Combat character happy, and any Interaction character happy, but what about any Exploration character? The most obvious idea that occurs to our DM is....silt storm. Now our Exploration character has to help steer the ship as it is being besieged by a silt horror and also ripped to shreds by wind and grit. Any Exploration character can help see through the storm, see the escape route, protect the ship, and maybe even shake the Horror off, or get a better place to attack it from, while riding great silt waves, and keeping the sails taught!

I'm getting quite serious flashbacks at this point. Flashbacks to the railroady, metaplotty crap of the 90s in which the Storyteller (and the adventure) determined all the actions, and the main role of the PCs was to supply the dialogue and roll high enough (and often not even the latter). You are specifically putting things inb for every single PC. Writing the adventure so the players just play through your plans rather than come up with their own. This is very far from my tastes (which are to present the threat as sensibly as I can and leave the player response entirely up to the players. (And then wince when one of the PCs decides that getting the rampaging Hulk mad at them would be a great idea).

Fortunately, the game can dovetail with this by having character types that are better at one pillar than another, though. This is Dark Sun, so we'll have Nobles that inspire the NPC's, we'll have Druids who pierce the Silt Storm, and we'll have Gladiators that chop at tentacles.

Better isn't the issue. The issue is that you are proposing having characters who are incompetent at one pillar - and the pillar that is most "All hands to the pumps".

And now we have not just "A wild silt horror appears!," but "Through the blowing, driving silt of the silt storm, you hear a loud creaking, cracking noise, followed by distant screams carried by the howling wind. As they grow closer, you can tell that something horrible is happening just beyond the limited vision of your ship....and then you see the tentacles....as they come down on the aft side....and violently tilt the ship, threatening to dump everyone into the silt."

You mean that you've written better dialogue by describing what the silt horror is and how it behaves? I'll agree that that's an improvement. But that's a thirty second improvement if that. And it still leaves the PC response up to the PCs without pandering to them. Possibly some of them will take your options. Possibly they won't.

So in this example, you wouldn't be able to anticlimax the encounter with Intimidate, because Intimidate doesn't work on big dumb animals (unless maybe you're a druid), because the game doesn't feel the need to give you superfluous combat things to do with your skills and your CHA modifier because you can use it just fine to intimidate the things it makes sense to intimidate in any challenge related to your Interaction skills.

On the contrary. You have specifically hacked in superfluous things to do with the skills. Notably the exploration material - that unless it's quick actively detracts from the immediacy of the Silt Horror's attack. You have done so because you've taken a game based round three pillars - and then chosen to reject the benefit that that brings in terms of allowing everyone to contribute in a range of situations.

The time to explore is not when the Silt Horror is wrapping its tentacles around you. Although you might be able to see weak points from that.

They wanna kill the SK, but that's not really your goal -- you want to rule over them. Incompatible goals, right?

Well, not really. All we're really doing is determining, once the encounter is over, who gets to decide what happens: you or your gladiators?

At this point if you are playing D&D (rather than Fate or DW:AITAS) and especially if you are playing the gritty Dark Sun you've put the gladiator PCs immersion on the table as a potential risk. Just because you have convinced him to surrender doesn't prevent me coup de gracing him. If we're playing in a high pulp universe like Fate where there is no fundamental difference between physical and social combat it might work. But you're changing the metaphor of the game if you think you can prevent me from killing the scumbag of a Sorceror King unless you start off by protecting him with a Wall of Force or the like, or by literally catching the arrow I shoot the bastard with.

Once more you are trying to pretend that D&D is Fate - and by doing so you are creating an inconsistent world. And such inconsistencies in the world give me serious problems with immersion. D&D is not and has never been set up to deal with such conflicts. And that influences what happens in the game. A game like Fate (where social conflicts are equivalent to physical ones and actual death is rare) or better yet DW:AITAS (where the talkers move first and the fighters move last) can have such conflicts without suddenly changing their metaphors.

In the end, in both scenarios, you have a game where a good skill check won't anticlimax the fight because it's not worth more than other skill checks or attack rolls.

And the only way that happens is that Sam's attempt is futile. And he knows that in advance.
 

take 1E experience tables. These are beautifully balanced.
The XP tables themselves go off like clockwork in a campaign, beautifully balanced.
I don't agree with this at all.

Besides what [MENTION=3400]billd91[/MENTION] said, look at the mid-level chart for MUs and druids - way overpowered. Also illusionists at high levels can be overowered too.

And monk's XP requirements are absurdly high.
 

it's probably possible to build a 4e fighter who is Dumb Thog the Brute, who *only* succeeds on about half his Interaction checks rather than about 3/4, but it's not true to say that 4e fighters as a whole are crap at interaction. They're solid. They can do pretty much what bards can do: succeed most of the time at Interaction checks. Bards do it a little more often still (like, 3.5/4 times), and with more variety (Diplomacy!), but in a party without a Cha-monkey, a Fighter could totally be your face, Intimidating every challenge into submission by standing in the corner and being a badass at all the non-hostile NPC's.
This doesn't really fit my own experience. The fighter in my game has social skills around +13. If he was trained in Intimidate it would be +18. The paladin is around +30 in Diplomacy and Initimidate, and the Sorcerer is similar in Bluff. Those are noticeable differences.

That's not to say the fighter is hopeless - he participates in social skill challenges, and from time to time succeeds at checks - but he's definitely and very noticeably stronger in physical contexts!

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?
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.

<snip>

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).
I'm not 100% sure if KM is disagreeing with what Neonchameleon says, but what Neonchameleon says is definitely correct!

As per the 4e DMG, p 74:

they [may] use a different skill, if they can come up with a way to use it to contribute to the challenge​

This is the 4e version of the genre/credibility test from HeroQuest revised and Marvel Heroic RP.

In my ongoing LotR comparison, if we have Samwise as a D&D character who is in a dragon's fight, it might make sense for him to have a "basic contribution" that is some sort of healing or defensive effect

<snip>

What WOULD be fun for Samwise's player (assuming that he's a guy who's aiming to be great at Interaction) would be to to break the effects of fear, to win the dragon over with his simple charm and courage
This looks like some sort of Lazy Warlord or perhaps a non-magical bard variant.

But since Samwise's player is choosing to be someone who sucks at combat, that's not going to be how they want to contribute to the challenge.
it requires Samwise's player to be interested in combat, which is a non-starter for him, because by voluntarily and knowingly creating a character who sucks at combat, he's telling you that he's not really interested in fighting things with this character.
Two responses.

First, it's up to you to stipulate whatever you want, including about Samwise's player, but as an inference I don't accept the inference from "S/he built a PC who supports rather than fights" to "S/he is not interested in participating in combat encounters". Because I've had players who've built support-type PCs who do want to participate in combat encounters, by way of support.

Second, if someone really isn't interested in combat as a noteworthy site of conflict resolution then I think D&D is not the best game for them.
 

I'm getting quite serious flashbacks at this point. Flashbacks to the railroady, metaplotty crap of the 90s in which the Storyteller (and the adventure) determined all the actions, and the main role of the PCs was to supply the dialogue and roll high enough (and often not even the latter).
This is somewhat implicit, isn't it, in the idea of "the adventure" rather than "the encounter/situation" or (as in classic Gygaxian D&D) "the expedition" as the basic unit of play.
 

Since successes are what a Skill Challenge cares about, your successful Athletics check is pretty much the equal of the Bard's successful Diplomacy check. And even if, for some reason, you decided to roll your Diplomacy check and had only a 35% chance of success, that's still a 35% chance to have exactly the same effect that a bard would have doing the same thing. Once you make that check, it doesn't matter how high your modifier was, there's no way to affect the outcome of the scene aside from making successful checks.

Thats not true, or at least a very outdated model of how skill challenges work. Skill challenges became more and more nuanced as 4e progressed. Just because your fighter is able to convince the DM to let you use "endurance" to intimidate the Dragon doesnt mean you can gain a success in the skill challenge. At best, you should be able to get a secondary success and give a boost to an allies primary skill roll or negate a failure. So you can contribute to the interaction pillar, but you arent in the same league as the Bard who specializes in it.

Sort of like how the Bard can contribute to the Combat pillar, but isnt in the league of the Fighter in it.

Skill Challenges were designed to fix a problem in the skill system, that all skills are binary. You either pass the check and succeed or dont. In that paradigm, only the first check matters and youre ALWAYS going to use the best check so everyone else is excluded. It also fixes the "one bad die roll" issue, so DMs dont have to finagle around the party suddenly not being able to get around an obstacle. Now everyone can contibute, even if they arent the best at what needs to be done.

A couple other points, your Silt Horror example is an in-combat skill challenge. You really should look at some of the later LFR mods, especially the Epics, to see how skill challenges and encounter based play is supposed to work. The 4e you keep pointing to, and the 4e that actually exists are wildly different games.
Sam Gamgee...
One, is nowhere near as incompetent in combat as you keep making him out to be.
Two, isnt a Rogue. Dont get hung up on the names of classes, every example you give of what you want him to do is covered by the leader role in 4e. The closest existing class is the Bard. All your examples of using diplomacy/talking the dragon down/luring the dragon to a bad spot are covered by Vicious Mockery and Cutting Words. A LOT of "combat" powers in 4e are codifications of oddball skill uses and what were incoherent subsystems in other editions. IOW, your player that doesnt want to engage in combat, but just stand in the back buffing allies and throwing insults IS engaging in combat.
 

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