OgreBattle wrote:Whatever, do you figure the montage for heist mystery and combat would be the same or do you imagine different systems for them
Assuming that you're playing a game where all are equally ancillary to the main focus, then I'd have no problem using the same rules in each case.
If a particular table doesn't want to abstract away some element of the story, that's fine. But taking away the option to abstract any part of the story is terrible.
Let's look at a very common part of D&D: getting your supplies together before the adventure. Here's a few ways to handle it:
1) players decide what they want (rope, pitons, etc), write it down on their character sheets, mark off the PHB costs from their total cash, and go adventure.
2) the players haggle a bit with different NPCs, make some rolls for gathering food in the woods, spend some time finding a merchant with a 1000gp diamond, etc.
3) players do an entire wilderness combat encounter to hunt some deer, figure out how much leather and meat that comes out to, craft some leather helmets and bracers, do a quick favor for farmer bob to get some grain, another favor for miller marge to grind it, etc etc etc
Now, it's important to note that none of these choices are inherently wrong. Some tables will want to spend as close to 0 time as possible on the managing supplies minigame, but other tables will want that to be a major focus. And that's okay! But it's nice to have rules that allow the game to move along quickly if that's what people want.
If players want to have "gathering supplies" be a part of the story but they don't feel like rolling perception, initiative, and attack rolls against some deer in the woods, then it's nice to have the option of a skill challenge as a middle ground. Not everyone will take it, but for some tables and some stories, it's a satisfying compromise. And that's all it's trying to be.