I imagine that lots of DMs and clever Internet People and article writers and new books have solved this problem in a more rigorous way for their own purposes by declaring something "not quite worth an actual success" since 2008.
But one of these two things must be true:
- The Skill Challenge mechanic allows any character to contribute to any challenge thanks to empowering the DM to use any skill to count as a success if the player makes a good case. This risks making characters fairly homogenous, but always gives any character something they can do.
- The Skill Challenge mechanic rewards characters who are skilled in a certain area by enabling them to contribute more to the success of a given challenge. This risks having characters endure sucking for long periods of real-world time, but keeps the distinction between character strengths and weaknesses as something valuable.
Or your supposed dichotomy is based on a mix of the fallacy of the excluded middle and not actually examining the details of the game design, and is instead making hypothetical assertions based on an abstract game when the actual design of 4e has seen the risk and has taken enough steps to avoid that risk.
First, it is screamingly obvious when you look at the game rules that a bard is going to be able to contribute more to social interaction skill challenges than a fighter will. This is because:
- The Bard has more skills than the fighter (5 vs 3)
- The Bard has social skills that stack with their charisma. Fighters normally dump charisma - this can be argued against if you allow the fighter to use Athletics to do odd things in skill challenges
- The Bard has Words of Friendship for a +5 to one roll
- The Bard has Bardic Ritualist which can easily give them further bonusses in social situations.
So it is quite clearly evident that in social situations under the rules as written the Bard will contribute more than the fighter. (1) simply is not true. We can discard it as irrelevant.
However the downsides of 2 you point out
are things the designers of 4e both noticed and did something about. Meaning that "Run the risk of" means "Is a theoretical possibility but not one that should be relevant to both games".
So. How did 4e handle the problems you point out when you use the approach that skills and fiction both mean something. Let's list some of the methods used, most of them subtle.
- General competence and three pillars of game design
- Bounded Accuracy, actually implemented
- Flexible classes
General competence and flexible skills
In 4e every character is assumed to be generally competent and actually learn things as they level up. They also have enough skills to be able to put at least one skill into each of the non-combat pillars. Even the single least skilled class in 4e (the fighter) can have at least one interaction skill (and has two on their skill list; intimidate and streetwise) and can have at least one exploration skill (and has a few like athletics and endurance on their skill list). So there is
literally no reason that there is anyone with no relevant skills in any pillar, except through personal choice. Further than that, if someone screws up and finds that they are incompetent somewhere and it's making them sit out more than they want to there are very easy retraining rules in 4e - and you can get a skill you want either by retraining a skill, or through buying a feat, or through buying a multiclass feat.
Bounded Accuracy, actually implemented
Unlike any of the D&D Next playtest packets, 4e actually has and uses bounded accuracy. It just hides it under the +1/2 level rule. Why do I claim Next doesn't actually use bounded accuracy in the playtest packets? Because, to put it simply, Next
only has bounded accuracy on the supply side. The PCs have bounded accuracy - but the target numbers for the skill checks are unbound. Which means that it's almost impossible for a thief-acrobat in any D&D Next playtest packet to walk a tightrope reliably.
So. When I say skill challenges have bounded accuracy, why do I think this, and what do I mean?
In 4e skill training gives you +5 to a skill. Interesting number that +5; it's
very close to the difference in skill bonusses between a primary stat and one of your low stats and remains that way as you level. (It's not spot on, but is near enough to jam with). This means that in practice there are three tiers to 4e skill levels.
- Mediocre. Low stat, untrained in the skill. Despite this, rolling a mediocre skill you have a decent chance to succeed on an easy skill check
- Good. Someone who is good at a given skill is either trained or talented, but not both. Either it's the bard trying to intimidate someone despite being untrained, or the fighter trying to intimidate someone despite not really understanding people when they don't have a blade in their hands.
- Expert. An expert both has a high basic stat and training in the relevant skill. And possibly more. These are the people who can do the almost impossible.
So how good do you need to be to constructively help in a skill challenge? The answer is simple. Most DCs in skill challenges (any version) are Average. Which means that to help constructively in a skill challenge you only need to be
good.
And why do I think WotC deliberately did this? Simple.
Because they told us they did.
So 4e has actually implemented bounded accuracy, which means that in order to contribute to a skill challenge effectively you just need to have a relevant trained skill. Combine this with the fact that all classes in 4e can get training in skills for any pillar (point 1) and you have no reason to sit out level appropriate skill challenges.
Flexible Classes
4e classes are very, very flexible. What the class represents is quite simply your approach to combat - what you do when the rubber meets the road rather than what your day job is.. Wizards are battle mages who reach for spells before anything else. I've played a wizard using the Beserker class. (Seriously, he was great. An expert ritual caster who wore wizard's robes and carried a very pointy staff. The staff just happened to be a greatspear and when people tried to assassinate him they got some very nasty shocks. But his day job was a wizard, complete with pentagrams, candle wax, and all the party's ritual casting needs).
That classes are so flexible means that you can fit most concepts very easily.
Combine the three points, and especially the first two, and the downside you claim to point 2 isn't a serious issue because a lot of design work has gone into ensuring that the numbers in 4e actually work and that the theoretical problem you point out isn't a practical problem.
To which the general response I've been hearing is "just don't play with people who want to play other kinds of fantasy heroes than you want, and everyone's gonna love (1). That homogeneity is a strength, because it makes sure everyone gets to be heroic and no one has to suck."
And here you are misrepresenting everyone disagreeing with you. In D&D as it was right from the word go and has been in literally every edition
combat is the pillar in which the spotlight is shared. What you are hearing is "Do not play D&D with people who reject the fundamental conceits of D&D and instead try to steal the spotlight from everyone else at once in the pillar of D&D that indicates that the spotlight is shared." Sam is a spotlight
hog the way you have described him. If he were just inept at combat and hid under rocks while the other three people did their thing that wouldn't be a problem. But by his desire to killsteal while contributing next to nothing to the kills themselves except in so far as everyone else goes out of their way to give him something to do he is playing against the wishes of the other three and making their game less fun.
You might have three pillars of game design - but that doesn't mean that you have three identical pillars.
I'm used to players who model their PC's on characters with clear strengths and clear weaknesses, who get as much fun from struggling with their weaknesses as exploring their strengths, who don't mind if someone else takes the lead in an encounter they think their character shouldn't contribute that much to (as long as they don't have to sit out too long).
But you haven't done that here with your conception of Samwise. He's like a caricature straight out of the 90s "I'm not going to Roll-play and to prove I'm not going to roll-play I'm going to make a character who is deliberately weak. But because I'm the roleplayer here, unlike you roll-players, this game must be about Me! Mememememe! And I must have the spotlight in the combats despite the fact I'm no good at them."
If Sam wanted to not contribute in the combats except for running, hiding, and helping that would be one thing. But you haven't set that up. You've set Sam up as played by a selfish jerk. One who always must get the limelight for his competence rather than let it come to them because they are in danger due to their weakness. If Sam genuinely wants to play a character he thinks shouldn't contribute in combat that much then he can. But the price of that is not contributing in combat that much. Rather than having Sam be the person who finally deals with the dragon.
I was not kidding
in the slightest when I compared the way you described Samwise to a Kender or a Fishmalk in terms of table disruption. Sam isn't a character who is weak at combat. He's a character who is weak at combat
and demands the combats must revolve round him. He's a spotlight hog.
And I say that as someone who commonly plays the Scrappy Kid in Feng Shui. But then as the Scrappy Kid I actually am contributing in combat even as I try to stay alive and away from martial artists who should be able to beat my character to a pulp, or away from people with guns trying to shoot him.