Though it's certainly true that SC's as written don't necessarily care about the boundaries of pillars. Which, come to think, makes them in their Rorschach way not a bad example of what I'm talking about with longer encounters firing on all three pillars -- a skill challenge that was big and complex and involved attack rolls to slay the dragon and Stealth checks to steal the MacGuffin and Diplomacy checks to trick the kobold cultists is pretty much equal to what I'm talking about with big, epic encounters that don't just rely on combat.
The players have been engaged in that they're looking for a way to contribute that's effective -- looking for the biggest bonus to drop on the challenge. And I've seen plenty of close bursts shot into the faces of one creature (especially at-wills).
That's correct, though I believe PCs should always end up at B. We are telling them "Yes, you get to B....now let's just see how difficult it was to get to B".A more broad reading of "complex plans and operations" would see them as a way of moving from point A of and adventure to some other point (be it B, Z or something inbetween). In combination with the general "yes, but" tenor of the advice in the 4e DMG, the real questin is "will the complex plan or operation take you from A to B as you desire, or will it instead land you in B with a penalty, or instead in C which isn't quite where yu wanted to be"? When you look at it this way, that's just what a skill challenge is for by your own account of it.
I think this is the real key here. Skill Challenges are precisely this. A way to test both the player AND the character. And it is a structure to determine difficulty so that you can give out XP for non-combat portions of the game.An audience with the duke, a mysterious set of sigils in a hidden chamber, finding your way through the Forest of Neverlight — all of these present challenges that test both the characters and the people who play them. . .
The primer on Skill Challenges that was sent to me by Chris Tulach back in the day as well as the panel we got with Mike Mearls both kind of said the same thing about WOTC's philosophy on skill challenges: The "changing conditions" should come from the DM in order to make there a narrative reason for continually changing die rolls. The first ever publicly released skill challenge(the intro adventure I ran at D&D XP before 4e came out) was basically:This isn't just about "avoiding penalties": it's about "success or failure" of a complex ingame situation with "changing conditions" (ie requiring more than just "one roll to resolve") being "uncertain" and having "serious consequence". To me, that seems to cover (indeed, to describe) complex plans and operations.
From what I can tell most of the people at WOTC run prewritten adventures, even in their home games. They write out the adventure for the next couple of sessions in advance and write out the primary and secondary skills for a skill challenge as well as the consequences of failure long before the PCs start the encounter.I think you different approach from mine (and [MENTION=87792]Neonchameleon[/MENTION]'s, I'm guessing) might be because you're running pre-written scenarios (eg LFR) so that the desired outcome of events has been pre-written in: the only uncertainty is the mechanical penalty the players will take on the way through (eg how many surges do they lose). This seems implicit in your reference to minor story penalties.
I still believe that LFR was doing it entirely as was designed by the authors. They made sure to send us(the admins of LFR) a bunch of information about skill challenges and advice on how to properly design and run them in advance of LFR launching to make sure that LFR was an accurate portrayal of the way 4e was supposed to run.LFR definitely has a different style of doing the game, certainly.
Though I suspect that the lion's share of actual D&D play is somewhere between the LFR and pemerton sides of the spectrum.
DM: “… and the guard refuses you entry to the Citadel.”
Player: “Can I roll a Diplomacy check?”
DM: “Sure, knock yourself out.”
Player: “27.”
DM: “Wow, that’s a really good roll. Anyway, that was fun, but what do you want to do about the guard?”
Player: “I meant I wanted to roll that check at the guard.”
DM: “Well, he’s impressed by your roll too, but he didn’t bring is twenty-sided die. Besides, he’s on duty and can’t play dice games with you right now.”
I've got to say most complaints against skill challenges are falsified just by reading the description of how to design skill challenges. Things like 'just rolling dice' and 'use your highest skill' are easily falsified when you read the parts that tell you the player needs to describe what their character is doing before the DM decides which roll to call for. No description, no roll. In the immortal words of www.angrydm.com:
DM: “… and the guard refuses you entry to the Citadel.”
Player: “Can I roll a Diplomacy check?”
DM: “Sure, knock yourself out.”
Player: “27.”
DM: “Wow, that’s a really good roll. Anyway, that was fun, but what do you want to do about the guard?”
Player: “I meant I wanted to roll that check at the guard.”
DM: “Well, he’s impressed by your roll too, but he didn’t bring is twenty-sided die. Besides, he’s on duty and can’t play dice games with you right now.”
That's how I would do it, and it would be completely by the book.
Yes, that is left to the GM and table.There is absolutely no guidance on how to decide if fiction is appropriate, no objective genre guide to tropes
Yes, that is left to the GM and table.
But doesn't this fly in the face of the player's protagonism? And what if the table can't agree on whether it's acceptable or not, especially since the players have a vested interest in succeeding at the SC.
EDIT: Actually according to the rulebooks it's solely up to the DM... not the table.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.