Manbearcat
Legend
Either one is a pretty sure bet when the chance for success only differs by a few almost cosmetic percentage points. And the fight actually is given favor in this situation since 4e PC's have unique combat powers to deal with fights and don't have a lot of unique exploration powers to deal with rickety bridges.
KM, I see you make statements like this about 4e...knowing that you played it...and I'm absolutely floored. I mean I'm on the ground.
The last 4e game I ran was a late heroic, single player game which featured the following Fighter:
[sblock]====== Created Using Wizards of the Coast D&D Character Builder ======
Saeri Woodwalker, level 8
Wood Elf, Fighter (Slayer)
Slayer Weapon Specialization Option: Sweeping Sword
Moonstruck Hunter (+2 to Perception)
Theme: Ghost of the Past
FINAL ABILITY SCORES
STR 12, CON 14, DEX 19, INT 14, WIS 16, CHA 10
STARTING ABILITY SCORES
STR 12, CON 13, DEX 15, INT 14, WIS 13, CHA 10
AC: 24 Fort: 19 Ref: 19 Will: 18
HP: 71 Surges: 11 Surge Value: 17
TRAINED SKILLS
Athletics +10, Endurance +11, Heal +12, History +11, Nature +14
UNTRAINED SKILLS
Acrobatics +11, Arcana +8, Bluff +6, Diplomacy +6, Dungeoneering +9, Insight +9, Intimidate +6, Perception +15, Religion +8, Stealth +12, Streetwise +6, Thievery +10
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ghost of the Past Utility: Guidance of the Past
Elf Racial Power: Elven Accuracy
Multiple Class Attack: Power Strike
Fighter Utility: Mobile Blade
Fighter Utility: Battle Wrath
Fighter Utility: Duelist's Assault
Fighter Utility 2: Who's Next?
Heal Utility 2: Iron Resurgence
Athletics Utility 6: Mighty Sprint
FEATS
Level 1: Melee Training (Dexterity)
Level 2: Learned Spellcaster
Level 2: Ritual Caster
Level 4: Master at Arms
Level 6: Jack of All Trades
Level 8: Skill Power
ITEMS
Magic Greatsword +2 x1
Drakescale Armor of Eyes +2 x1
Essence of the Scout +1 x1
Bracers of Mighty Striking (heroic tier) x1
Acrobat Boots x1
Torog's Inescapable Suffering (heroic tier)
Longbow
Thieves' Tools
Adventurer's Kit
RITUAL BOOK
Bloom
Traveler's Camouflage
Pass Without Trace
Tree Stride
Earthen Ramparts[/SBLOCK]
She possessed:
1) Extreme proficiency in exploration skills (and other skills)
1) 5 Nature (Exploration) Rituals) that worked both in noncombat action scenes (SCs) and as transition scene mechanics.
2) 1 Encounter Power reroll for any skill
3) 1 Encounter Power reroll for History
4) 1 Encounter Power that put her Athletics check auto-passing the medium DC and challenging the Hard DC
5) 1 Daily Power to put her Stealth check auto-passing the medium DC and challenging the Hard DC
This is a Fighter...at the lowly levels of late Heroic...with an utter arsenal of exploration abilities...who still kicks maximum ass and is ridiculously survivable. This doesn't even mention her Bear Animal Companion Character.
And rickety bridges? Errr...DMG 2 and the stunting mechanics in general?
[sblock]

Scratching my head how it was that we played the same game. My 4e games (all of them) contained more wilderness vs the good guys conflicts than any of my other games (which includes over 5000 - yes five thousand - hours GMing AD&D 1e and 2e...which dwarfs all the rest of my D&D GMing, 3.x + 4e + RC, together).
I think this is one of the philosophical differences. If a game wants you to succeed, it's not offering a very meaningful choice - either way, you're probably going to succeed. Either way, you win. Either way, the good guys emerge victorious. The fight vs. the bridge doesn't actually affect your chances of the mission succeeding or failing much.
5e throws back to pre-4e game-centered philosophy in that in general it is perfectly okay with you failing disastrously, if that's how it plays out. Now, when the fight is at 1st level against a young green dragon and the bridge is rickety but at least manageable, things like reconnaissance and scouting and in-character research and questions pay off: they let you know the situation before you blunder into it, because if you blunder into a bad situation, you will eat it, and there will be consequences. It's not just choosing the color of the explosions in your ending, it's choosing if you get the good ending, or the bad one.
Of course, you can have calibrated DC's as well (it's not hard to look at the proficiency bonus and say, "okay, this +10 is what my medium DC for a proficient character is, maybe +1-5 if I want to include the ability bonus"), so it doesn't exclude that more stable choice, either.
Overcoming hard obstacles is part of the fun of play. Creating story out of dramatic decision points is part of the fun of play. There is a reason that "kill your darlings" is absolutely critical writing advice, and that stories where victory is assured are often dull. Games where you don't actually beat difficult challenges can also be underwhelming (imagine Super Meat Boy on "Easy mode.")
Which isn't to say that there's One True Way, merely that the 5e default isn't game-destroying. It just encourages DMs to think about what the challenge should be over the course of an entire campaign, not necessarily what is challenging to their particular parties in the moment, because things like bounded accuracy ensure that if the players want to, or if they get lucky, they can hit things that you might have thought difficult.
Hard to respond to this without getting further clarification. Is the thesis here "4e is D&D bowling with gutter guards?" Or "there is no hard failure with burdensome/unwelcome/punitive consequences/fallout in 4e (in one or both of SCs or combat)" Accordingly, "there is no overcoming hard obstacles, there is no dramatic decision-points, because victory is assured (or near it)?"