Manbearcat
Legend
Neither did he though. We both did exactly what we were supposed to do. I stated the intentions of my character, and he adjudicated the outcome.
That's true, I don't and he can. Which is right there in the DMG, and is built into the DNA of the game. A DM will generally and accurately refer to the game as "my campaign", because it is. If I wanted ownership, it'd be on me to DM and to find some players. Most weeks, I do.
I don't think you can invalidate something that has no validity in the first place. If a player states his intention to attack, that's where his job begins and ends. He isn't playing the axe in his hand. The DM controls every component of that action; the physics of the axe swinging, the responsiveness of the opponent, the situational factors in between them, the dramatic implications of the outcome. The player has no right to adjudicate/dictate the outcome of the attack, the negotiation, or anything else he does.
Fair enough. If I was playing, and the DM said "Hey, we're switching to this new system. It's totally abandoned any notion of the rules meaning anything, metagaming is the standard way to play, and it's loaded with problems, but all the PC classes have equal ability to influence the narrative. Who's with me?", I sure wouldn't stick around to find out what that game was.
Because it's fun? To counterpoint, why would I want to play Chutes and Ladders?
I find that interpretation unreasonable and unlikely. It certainly contradicts the basic notion of how NPCs work; the DM controls them just like a player controls his PC.
I prefer to think of things like Diplomacy as DM tools. Without that, I'd have to make a judgment about NPC behavior based solely on the persuasiveness of the player's argument and the overall situation. Diplo gives the players the language to express their character's aptitude and proclivity, which gives me a basis for comparing different characters and scenarios. I can see how persuasive characters are relative to each other. That helps me make decisions. They're still my decisions.
To me, that's what the whole d20 system was about. Used to be, you'd just take the Obscure Knowledge NWP, and it wasn't really clear what that meant. How much do you know? What do you know about? Knowledge skills make that clearer. Now, you know about nature or arcana or something, which has a clearly defined scope and you have a number that says how good you are relative to other characters and the standard DCs. None of which entitles the character to know any particular fact, regardless of his roll, it just gives the DM and the player a more descriptive medium for communicating.
This whole post is basically a manifesto for D&D as exclusively an exercise in GM-force whereby PC build options and the action resolution mechanics they are synthesized with are little more than GM-side whims. Suspension of PC build relevancy and action resolution mechanics or application and legitimacy; complete GM whim. Literally all of it. From start to finish. This is straight out of 1992. If ever there was advocacy of D&D as storyteller system where PCs are along for the GM-ride, this is it. This is the Call of Cthuluing of D&D...which was what the Dragonlance AD&D 2e culture stridently advocated at that time.
When this is your position on the default play experience, and GM role, of D&D then I could understand how you sense there is no GM-force. Because there is nothing but GM-force. There is no continuum. There is no contrast. There is no nuance. There is just GM-authored play via whim/decision (informed by his agenda and exclusive access to plot/setting information) to suspend or apply the rules.
Until that post I didn't think that was your position. Literally all of your posts on this subject now make sense. And your sense that analysis of GM-force is an exercise that is antagonistic to the core D&D experience makes sense...and the label being pejorative makes sense as well.