John Morrow said:
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.
The rules (as far as D&D goes) specifically tell a DM to apply modifiers he deems are appropriate. The DM decides which of the codified ones to use and whether to add any non-codified ones. Those
ARE the RAW. So the DM and players still need to share a common "assessment of reality" for things to click.
When that happens, it doesn't matter whether the codified modifiers are there or not. A rules-lite game where the DM and players share a similar "assessment of reality" is not noticeably different to the participants than a rules-heavy game.
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.
If you approach it from the perspective of asking the DM "I would like to do X, what are my chances of success?" then the two are not noticeably different.
all you are really saying is that running d20 like a rule-light system has all the same problems as a rule-light system.
You're putting words in my mouth that are going to obfuscate the argument. I'm not using D&D as an example based on running it rules-lite. I'm saying that both rules-lite and rules-heavy systems require DM judgement calls at some level. D&D and C&C both require them, but they tend to occur at different systemic levels. I'm not asserting that the two systems are similar, I'm saying that the differences in the systems don't really seem (to me) to make a difference in the level of DM judgement necessary to arrive at a ruling in most cases.
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
See, I don't understand why this is the base-line assumption. The GM in a rules-lite game is just as capable of setting up a situation with pre-determined conditions and sticking to them throughout the encounter as the GM in a rules-heavy game. I maintain that anyone who runs D&D in a consistent and fair manner, with good judgement is also capable of and likely to run C&C in exactly the same way. The only
real differences I see are that 1 - the rules-lite system lets the player know from the start that communicating with the DM is an important aspect of knowing all the relevant details; and 2 - some players feel safer when DM judgement calls are hidden behind a layer of codified rules (i.e. - when the DM makes judgements about what codified modifiers apply or don't apply, rather than simply making judgements about what the overall modifier is).
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.
This isn't what I'm talking about. D&D without fudging and by the RAW still requires as much DM adjudication as a rules-lite game, it just occurs on a different level in D&D.
Again, all you are really doing is saying that D&D can be run like a rule-light game.
Again, I'm really 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.
What you're talking about is the group coming to a consensus about what the norm is for their game. Which is exactly my point. This process occurs both in rules-heavy (we accept that it's the norm that the modifiers in the books are the only ones that will apply) and in rules-lite systems (we come to expect a certain range of target numbers for the tasks we perform) for every group. The D&D RAW don't require that the DC modifiers in the books be the only ones applied. If that's the way the DM chooses to approach the game it is just as much a judgement call as a CK setting a TN based on the suggestions in the rulebook and his own personal interpretation of what modifiers the situational factors contribute.
The difference between a lighter system and a heavier system is that the heavier system provides a baseline.
That's just not true. C&C provides a baseline for all checks (12 or 18). What it doesn't do is provide codified modifiers to that baseline. However, that doesn't negate the need for or prevent the formulation of consensus amongst the group as to what those modifiers should be.
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.
And I've seen different DMs running 3e D&D assign different situational modifiers to the same task, resulting in wildly different DCs. Both were playing by the rules, they were simply using their personal judgement to determine which modifiers did and did not apply.
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.
Exactly, and given that the D&D RAW put the DM in the position of arbitrating which situational modifiers do and do not apply in a large number of circumstances, the game has just as much of a reuqirement for consensus as a rules-lite system would.
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.
I would expect someone who
wanted to be consistent and predictable to be so when running C&C with no other RPG experience. I would also expect someone who did not want or did not care about being consistent and predictable to fail to be those things when running D&D with no other RPG experience.