I don't.
I wasn't sure either. Do you mean that you don't permit retries?You don't handle retries? Not sure that makes sense.
I don't.
I wasn't sure either. Do you mean that you don't permit retries?You don't handle retries? Not sure that makes sense.
Agreed about combat. In the 4e context that the article I mentioned comes from, there is a pretty sharp combat/non-combat demarcation. (Sometimes it gets wonky - [MENTION=6696971]Manbearcat[/MENTION] may want to weigh in on this, but I think one of the biggest practical issues 4e GMs have talked about is how to manage this boundary that the system treats as hard but that the fiction sometimes makes more permeable. I haven't seen so much discussion of this in the 5e context, but it may be a different matter in that system.)I'll answer that one: depends.
<snip>
I don't see the "no retries" as a hard rule useful in D&D because so much of the game fiction plays against this. I mean, look at combat!
This reminds me of Gygax's AD&D or Moldvay Basic: eg searching takes a turn, which feeds into wandering monster checks; after three goes at listening at a door you have to wait a turn; etc.More completely, if I, as DM, ask for a roll in 5e, there's a consequence for failure. That consequence may or may not allow another attempt (also with consequence fir failure). The key for me is that the fiction changes after a roll and I'm not going to use a 100% rule for anything about hiw it may change.
But, this is because 5e uses resource attrition as it's primary dramatic driver. So, in D&D, it's often worthwhile to tax a resource on failure and allow for an addition tax than to foreclose tries. Resources include time, hps, abilities uses, exhaystion, etc.
As an outsider to this conversation I'll take a stab at it. I've not read the FATE rules, so I'm just going by what you've quoted here.
"As the gamemaster, it’s your job to decide how everyone and everything else in the world responds to what the PCs do, as well as what the PCs’ environment is like."
As this is written, this doesn't require pre-planning at all. A player decides to go into a bar, effectively creating the bar on the spot. The DM then describes the environment of the bar. Another player decides to go to the local public pool. The DM describes that environment in response, populating it with NPCs and how those NPCs respond to the PC.
Nothing listed requires pre-planning, which is what D&D generally involves. In D&D, the DM would have set up the town in advance, at least to some degree. The bar would be known before the PCs ever decide to go there, if they even decide to go there. The same with the local pool or street vendor.
"If a PC botches a roll, you’re the one who gets to decide the consequences."
The PC at the pool decides to dive from the highest diving board to impress the ladies and botches the roll. The DM can decided that he belly flops, the ladies laugh at him, or even that he fails to jump, landing the board in a compromising and very painful position.
What's your approach to retries? As a general rule - and not thinking specifically about 5e D&D - I'm not the biggest fan. Eg if the rogue fails that check I prefer to resolve it as the high priestess is not going to relinquish her vows rather than if you bat you eyelids just that little bit harder, you can have a re-roll.
You don't handle retries? Not sure that makes sense.
But that takes this back to what I thought Ovinomancer was saying in the first place, that D&D can't be played in an improvisational manner, and that's clearly false. So there has to be more to it than that. Again, I accept that there are "No Myth" games that lack what I think Ovinomancer means by "curation", based on examples of play I've seen, but I'm not at all convinced FATE is an example of one of those games.
I'm a high prep DM, but for any town bigger than a hamlet I've never been able to set up the town in advance to a degree that means I'm not improvising most of the places and interaction in the town. I don't know every bar in advance, much less what is in the bar and who runs it. Most of that tends to be made up in play based on player cues. I do have creative input into it but so far as I can tell that doesn't differentiate D&D from FATE or PtbA or anything else.
Ironically, this is even more true of FATE or PbtA than D&D, which typically defines the stakes of a skill check as pass/fail explicitly so that the DM has very little interpretation to do in terms of what the fortune check meant. Where as FATE explicitly empowers the GM to decide whether to give partial failure, success with a setback, and a variety of other techniques and explicitly encourages the GM to use their own judgment as to what would make a good story to narrate what the fortune roll actually meant. So while you may be right that there is a certain amount of GM fiat involved in D&D's resolution, to the extent that there is, there is vastly more in FATE. And while the FATE GM could encourage the player to narrate the consequences of the check, and some do, it's not required by the system and you can in D&D encourage players to narrate the consequences of their failures as well - and some DM's do.
Even if I accepted everything you said in your argument, it still would not prove that there is a categorical difference between D&D and FATE baked into the system. I'm not saying conclusively that there isn't, but you haven't really addressed that.
What's your approach to retries? As a general rule - and not thinking specifically about 5e D&D - I'm not the biggest fan. Eg if the rogue fails that check I prefer to resolve it as the high priestess is not going to relinquish her vows rather than if you bat you eyelids just that little bit harder, you can have a re-roll.
Retries in D&D 5e basically work this way: If the player fails an ability check to resolve a task he or she proposed, the player can have the character retry at the cost of time. The character spends 10 times the normal amount of time needed to complete the task and automatically succeeds, no roll. Notably, this does not allow a character to turn an impossible task into a successful one, nor does it allow the PC to attempt to achieve the goal by the exact same approach in some situations. The example the DMG uses (page 237) is one in which the PCs attempts to lie to a guard and the guard doesn't buy it. The same lie told again automatically fails, no roll - the PC will have to come up with a different approach or try the lie on someone else, possibly at the risk of a higher DC.
You can improv D&D, even 100% if you really want to. Due to life responsibilities, I don't have time to do a lot of prep, so my games are usually 60-70% improv. Most of my prep goes into NPCs, dungeon maps if they are going to one, and plot points that may or may not happen, depending on how things play out. The rest is improv.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.