You and Fuchs make a good point here, and I agree that arbitrary rolling with no dramatic benefit (drama as in tense and exciting gameplay, and not dramatic in the narrative sense) is stupid. I would like to think that most GM's are beyond this sort of thing, but I end up eavesdropping on some very unfortunate games at my local store.FrankTrollman wrote:Fuchs got it in one. If it doesn't really matter how many hammer blows it takes to break down a door, you don't bother rolling. The rules are just there to tell you if you can do it eventually, and then you you skip a bit until you have done it. If you're cutting through a rope or something in the middle of an action scene, then you need to roll dice; but if you're cutting it in down time you just need to do a hardness comparison and check that cutting the rope is possible. We don't roll bullrush checks to push shopping carts, for that matter.
But this is exactly why 4e is so infuriating. Objects don't have hardness. If something is marked by the MC as destructible, you can destroy it with a tea spoon, given time. And adamantine barrier doesn't repel ax blows, it just has more hit points. There is no in-game reason available for why you wouldn't be able to cut down a door or a wall. Instead, the MC is simply encouraged to refuse to allow you to attack objects that he doesn't want destroyed.
In short, player agency is completely obviated. Completely. And that's terrible.
-Username17
From my own perspective, what I want out of a game system isn't a comprehensive set of rules accounting for every possible eventuality...what I want is a system that provides a good set of guidelines which allow me to adjudicate corner case scenarios fairly and consistently.
4E's skill challenge system attempts to provide a unified solution for these scenarios, using a single skill-based minigame. Unfortunately, this implementation ultimately fails, because social interaction, exploration, investigation, overland travel, realm management, large scale battles...these things are all their own separate mini-games and I don't believe that they can be unified into one system. At least not in anyway that makes sense. It would have worked better if the designers had identified and defined these mini-games and tailored each skill challenges accordingly. It would have worked even better if using skills entailed more than just a roll. It would have worked even better still if the math were balanced.