AbdulAlhazred
Legend
But a lot of non-combat does matter.
"Say yes or roll the dice" is one thing, and tends to work fairy well. "Say no without a die roll" tends to be trickier, in a context where an important part of character building is assigning bonuses (via skill choice, stat allocation and boosting, feats etc) that are meant to be useful against DCs.
This doesn't strike me as special to 5e, though. It's an aspect of 2nd ed AD&D that I didn't like. After all, a common label for the GM creating the fiction that s/he wants to is "railroading"!
I've never played 3E and have GMed a handful of sessions of it. It's had no impact on my play preferences.
The trad systems that influence my conception of how out-of-combat is resolved are AD&D Oriental Adventures, Traveller, Runequest and most of all Rolemaster. The "modern" systems that have influence me in this respect are HeroWars/Quest, Burning Wheel, Marvel Heroic RP and 4e.
Five of these systems use "objective", "world set" DCs: AD&D, Traveller, RQ, RM and BW. The others use "subjective" DCs (this is true at least for HQ in its revised version) - but the "subjective" DCs are not set by GM fiat, but by reference to encounter difficulty procedures (MHRP has probably the most complex version of this, in the form of the Doom Pool). The aspiration of these systems is that player resources interact with the GM-side mechanics to produce dynamic fiction that is not under the direct control of either GM or the players.
"Subjective" DCs with no constraints on the GM side is not something I've ever encountered, outside of the context of a certain approach to 2nd ed AD&D. And "rules lawyering" - a phrase that I first came across before 2nd ed was published - has no direct bearing on the working of either sort of system, at least in my experience.
Right, in the context of D&D, early versions were intended to be almost entirely a puzzle-solving type of challenge game. The PCs were almost wargame-like units and you moved around and explored a dungeon according to some pretty all-encompassing and specific rules, with the GM's only rules job being to 'fill in the blanks' when inevitably there was some detail that the rules couldn't cover. So the game was pretty 'coherent', the GM determined all the fiction, and the players simply stated their intentions, and perhaps RPed.
Later, during the later parts of 1e, say post-1985, the idea of telling a story with a game began to gain some real traction. Games like Gangster! began to break down the original OD&D paradigm. D&Ders began to do more than dungeon crawl or hexcrawl. There had always of course been 'high level play' where the rules got fuzzy and players did things outside of 'crawl mode', but 2e tried to embrace that for the first time. The result was VERY incoherent. The 2e mechanics are 1e mechanics, designed to deal with the minutia of dungeon-style adventure. Much of what 2e advocated simply didn't worth within the rules, and there were no generalized mechanics. It was a mess, and GMs responded with GM force. They kept the game working by fiat, and it sucked.
3e was a response in 2 senses. First they said "Back to the dungeon!" which literally meant "This didn't really work, better to concentrate on dungeon crawls", and secondly, they rewrote the game around a coherent d20 resolution system that can be generalized and thus at least suggests that anything you want to attempt can be handled by the rules to some degree.
Now, 5e is coming back and saying essentially, "yeah, that wasn't such a great idea, we're going to leave the d20 in place, but were going to encourage the DM to rule by fiat." At least that's what I'm hearing in this thread, that only some very narrow envisaged set of things is actually handled by the d20, and the rest is totally DM whim.
I certainly don't want to play that way at all.