It's not clear to me who decided in your AD&D game not to use weapon speed and reach mechanics - you say "we", but then you go on to imply that it's the GM who makes these sorts of decisions.
I don't really know/remember a "decision" by anyone. It was some time ago. As I recall, it was just the way we played...one of the DMs must have decided it at some point, which was more likely a "I don't like this [and/or know how to use it] so I'm just going to ignore it." and everyone shrugged and said "ok." Then when we traded off DMing (including myself) we just did the same.
Anyway, I'm glad you had fun playing your D&D game. I'm sorry you think I'm playing D&D wrong.
Yes, yes. Everyone is out to attack
your style preferences. Play D&D however you want! Noone's stopping you or saying it is "wrong" [or in the bottom line, care if you are, really].
The point is, that does not somehow translate to telling us all how
D&D has it (and apparently, as in many of your discussions,
always has had it)
wrong and should do/include/change xyz.
This strikes me as underanalysed.
Perish the thought!
Are you talking about world creation? Framing of scenes/encounters? Adjudication of action resolution?
Yes. All of these things are part of the DM's responsibilities and areas of influence.
Again, the players play their characters.
Through that
role-playing, they interact with the world, create and shape the plots...that actually get played, at least. If I had a nickel for all of the unused plot hooks *longing sigh* but I digress...and, in general "control" the story through their character's actions. The DM controls everything else.
That's the game we call D&D. That's not edition warring or anything...that
is the construct...the framework...the paradigm of how the game we call D&D is played. Players play their characters. GM controls the rest.
Does the GM have authority to rewrite PC backstories?
I wouldn't, but suppose some could. Given the GM's knowledge of the areas, politics, regions, etc...I would say they can offer guidelines or suggestions that would be accurate and in the spirit of the setting/game. That is, I am not inclined to reqrite backstories for people...but that does not equal "I'm not going to tell you to change
anything" when you write whatever you want.
If, for example, a player comes to me and says, "I want to be the crown prince of the wealthiest kingdom. All of my equipment is magical and paid for/inheritance of my ancient family line...and I have a loyal gryphon named Harvey as my mount that I grew up with."
9 times out of 10, they're getting a big fat, "Try again."
That 10th time, maybe we're playing a "high level/high powered" game. So, sure you're rich and have magical stuff. Why not?...Maybe the game setting is particularly "high magic/fantasy" and gryphon mounts are as common as stray cats...Maybe we want some courtly intrigue kind of story, so all of the PCs are nobility or royalty of some [social] level and backstabbin' begins in game 1. Sure, you can be crown prince...good luck makin' it to game session #2 mwahaha.
As with many things DM-related (and this would be a whole nuther ball o' waxy thread) it's a case-by-case basis.
To rewrite character sheets?
Why would anyone want to rewrite someone else's character sheet?
To direct players how they are to spend PC build resources?
Of course not. Suggest/offer guides to an inexperienced player looking for assistance/direction, sure. But as a matter of course, no.
If a player rolls a natural 20 on a to-hit roll against an ordinary orc, is a GM nevertheless entitled to stipulate that no hit occurs and no damage is dealt? (And if so, what was the point of having the player roll the die?)
I wouldn't do this, no. For me the natural 20 is sacrosanct. I imagine, in other games/other gms might not find it so impenetrable, and be ok with letting outside things (or extremely rare/powerful situations) influence the natural 20.
Depending on how authority is allocated across these (and other) aspects of play, the game comes out very differently. It's not at all clear to me that all editions of D&D all give the GM final authority over all these things.
Then I suppose the only reasonable thing to suggest is go back and re-read all editions. There are, I suspect, some variations/levels of variation...suggestions for inserting variations?
It should be obvious to everyone here that no amount of discourse, no matter how civilized and informed, can
make it "clear" for you.
For instance, just to give one example, in AD&D the GM has authority over a MU PC's starting spells, but not over a fighter PC's starting weapon proficiencies.
Yeh. So?
Can you actually explain to me how you would adjudicate this in Moldvay Basic? Or AD&D? Or D&Dnext?
Moldvay Basic and AD&D are fairly crystalline on this (unless I'm thinking Mentzer, but some Basic for sure). The GM supplies the MU pc with their starting spells...those spells learned during their apprenticeship (as there were no such things as cantrips until UA) from their mentor (or however that was fluffed/storied).
Because, as the default D&D world (for those editions) supposes, magic spells aren't growing on trees. A tutor/mentor is only going ot have certain spells in their repetoire...and/or only be willing to teach certain ones to their pupil...Wizard guilds/communal towers are similarly going to be limited in their options and what options they will permit low level wizards...going the "Harry Potter motif", a 1st level MU coming out of a "wizarding academy" is only going to have access to those spells they have been taught/classes they've taken.
If you want to throw out all of the asusmptions of the game world, that is more than fine...even encouraged sometimes...but you can't simultaneously throw out all of the assumptions and then say "but it's not working right." ...

think I unintentionally cast Tangential Tirade (an at will cantrip for interwebists, of course).
In
5e we will have to see.
As far as "adjudicating it", like everything else in the book...Do what it says or change it if you don't like it/it doesn't fit your expectations of the world/cuz Johnny blesses you whenever you say "svirfneblin"...whatever. In this nonsensical case, either let the players choose their own starting spells - a fairly common, if not universal, houserule, I think - or dictate the fighter wpn prof's if that's what you and/or your players want.
Also, how does the game better support imagination by making it "very, very difficult" to play an inspirational battle captain? In effect, you are reducing your rationing mechanisms to one dimension - random allocation of success - rather than the multiple dimensions that 4e uses to ensure that these sorts of abilities are widely available but nevertheless do not break the overall action economy of the game.
Most of this doesn't even read like english to me...but the gist is there...pemerton likes 4e. News to us all, I'm sure. How did we ever survive, and in only one dimension apparently, before that breath [or raging hurricane?] of fresh air?
I have zero interest in "GM as story teller". That doesn't mean the GM simply plays "everyone else".
Exceeeeeeept...

That's exactly what it they do/it means.
As I play the game, the GM has a special role in relation to backstory and sceneframing. The GM also has a distinctive role in relation to action resolution, but it is very far from unconstrained.
Why don't the players have comparable power? Why can't they exercise fiat to improve the game and the overall enjoyment of the game participants?
(emphasis mine)

I just don't know how else...without...

No further comment.
Good luck all.