Ourph said:
And I'm saying that, despite the fact that there are codified modifiers in the RAW, the fact that the RAW also leaves the final DC ultimately in the hands of the DM means that a D&D player also has to ask, otherwise he has no idea whether his PC is capable of making the jump. The codified modifiers are a safety blanket for players who fear crappy GMs. They do not, in fact, keep crappy GMs from screwing up the game - because the GM is empowered to decide which modifiers come into play and is also empowered to provide his own situational "circumstance" modifiers.
It's not simply an issue of crappy GMs but GMs who have a different assessment of reality than the players. A GM using a rule-heavy game that substitutes their own assessment of the situation rather than what the rules say is basically using a rule-heavy game like a rule-light game and it shouldn't be surprising that you get the same problems. But a GM using a rule-heavy system that uses the rules as written for players who understand the rules as written will avoid a lot of situations where the GMs assessment of a situation differs from a player's assessment. And all of the deference to the GM's final judgement in the world is not going to make a player really like a judgement that they don't agree with that's entirely subjective.
Ourph said:
Does your DM draw out hindered terrain your player can't see? Does your DM draw out wind currents? Does your DM draw out invisible barriers? There is always the possibility you know less than you think you do. Interaction with the DM is the only sure way to know what modifiers apply and even then you may not be entitled to know some of them until the action is attempted.
Having fairly extensive experience with both rule-heavy systems (Hero and d20) and rule-light systems (homebrews and Fudge), I require a lot less interaction with the GM to decide what my character is doing and to handle large parts of teh resolution myself. Why? Because the basic groundwork is provided by the rules. With a sufficiently rules light system, there is no basic groundwork. For example, if I want to tumble through some enemies to avoid attacks in D&D, I know what the DCs are going to be and can decide if it's a good idea or not without GM intervention. In a Fudge game, I have to ask the GM how it would be handled
to even seriously consider the action. In other words, in a rule-light system, I not only have to ask the GM how to resolve the things my character does but I have to ask the GM how they might resolve all sorts of things my character might do simply to consider all my options for that round.
Ourph said:
My point is, so does the DC in a D&D game. The guidelines may be concrete, but the ultimate number is still based on a DM judgement call.
And unless the GM likes changing the numbers, the guidelines will cover a great many common situations or come darned close. Yes, you can run D&D like a rule-light game with freeform DCs. I sometimes do that when I'm lazy. Heck, I sometimes don't even have a DC in mind and evaluate the result numbers like I might evaluate a result in Fudge. But I don't get the impression that d20 was designed to be run that way and all you are really saying is that running d20 like a rule-light system has all the same problems as a rule-light system. But what about the places where d20 doesn't run like a rule-light system or isn't used like a rule-light system? For example, what about figuring out falling damage onto a known simple surface in d20 vs. Fudge (which has no official falling damage rules on purpose)?
Ourph said:
Yes, the DM can tell you X, Y and Z situation exists and you can look in the rulebook and see that X,Y and Z situations give certain modifiers. The DM is still making the decision about which situations exist. The process is no less "arbitrary" than C&C, it just takes a more obscure form that gives the illusion that the DM is somehow constrained and that the players are somehow empowered. It may very well make some players feel more comfortable, but it really changes nothing.
There is a very big difference between how players view GM fiat with respect to a set-up and during play (the same is true in fiction, by the way). What's different is that once the GM has established the area, number of combatants, etc., most of the subjectivity has ended in a rule-heavy game but it keeps on going in a rule-light game, making the outcome much more subjective and subjet to GM fiat. Yes, it's possible for a D&D GM to start fudging and adjust abilities and hit points and such in the middle of a rule-heavy encounter but that's not how many players expect their GM to run an encounter in D&D. That a GM can run D&D like a rule-light game, producing all the same problems as a rule-light game, does not mean that's how many players want D&D to be run or that D&D GMs normally run D&D that way.
Again, all you are really doing is saying that D&D can be run like a rule-light game. D&D can also be run very differently, in a much more objective way. And that's something that you
can't do with a rule-light game.
Ourph said:
Deciding not to change the base DC is still making a decision. The point being, until a player consults the DM, he doesn't know whether the base DC supplied by the rules is valid or not.
If the GM makes a habit of not changing the DC (either explicitly or understood), then the players can depend on the DCs being reasonably close to what's in the book unless there are modifiers their characters are not aware of. In my experience, that's the norm. Whether it really is or isn't the norm. that option
does not exist for a rule-light game unless the GM makes it up.
Ourph said:
The modifiers may not vary because your GM has had a bad day or because your GM feels like going easy on you, but I don't believe for a minute that the final DC won't vary depending on those variables if it would vary according to those things in a liter system where the modifiers aren't spelled out.
The difference between a lighter system and a heavier system is that the heavier system provides a baseline. Yes, an experienced D&D GM might use similar DCs in C&C because they've learned what's "right" from playing D&D. But what if the C&C GM hasn't played D&D. Do you really think that every GM who is given C&C but has never seen D&D will automatically come up with the same DC for tumbling past an enemy in combat as D&D 3e? I don't. Heck, I've seen different GMs who have played together for a decade or more come up with wildly different difficulty assessments for the same tasks using many rule-light systems like Fudge.
Ourph said:
If you've got a GM who cares about being impartial, fair and consistent, he's going to be so whether he's using D&D or C&C as his system. If you've got a GM who is out to screw you or create his story independent of what the dice roll, he's going to do it whether he's using D&D or C&C as his system. I know it may feel that way, but the rules cannot protect you from bad GMing. They just can't.
It's not an issue of being impartial, fair, and consistent. It's a matter of objectivity and the GM being on the same page as the players concerning difficulty and probability. Given absolutely no guidelines about how much damage a character might take after falling 40 feet or how hard it might be to tumble past an enemy (both of which are true in Fudge), any two GMs and any players might come up with wildly different assessments depending on a variety of factors (e.g., whether they assume the game is cinematic or realistic, etc.). Having specific difficulties and rules for common situations helps mitigate that problem.
And, yes, I'm sure many D&D GMs, when given C&C, will run C&C very much like D&D because D&D has trained them to think a certain way. But what would happen if a role-player picked up C&C who had never played D&D 3e? Would they really be as consistent and predictable as you expect them to be? From my own experience with subjective GM assessments, in many cases, I doubt it.