Another post that caught my eye!
In my case, I would say that GMing 4e pushed me harder and further as a GM than anything else before, and perhaps anything since. (When eventually I get to GM Apocalypse World I'm expecting to have to revise the previous statement.)
It's possible, even likely, that part of the reason for this was that I had a lot more prior GMing experience.
I think your greater prior GM experience relative to mine is definitely a big part of it. As a first-time DM, I found 4e overwhelming. I would assume if I DMed 4e today, I would not have the same problem, and I might appreciate the greater depth of advice. But 5e was certainly much more approachable to me as a DM, and I felt it taught me the DMing fundamentals in a way I didn’t feel 4e did.
It’s also possible that being along for the ride during the open playtest for 5e played a part too. Watching the sausage get made is a pretty effective way to learn to make sausage.
I take it that here you're mostly paryodying 3E? 4e runs on a DC-by-level chart, with one necessary (and inelegant) exception: the jumping rules that are part of the combat resolution movement rules.
Yeah, that was mostly 3e parody. 4e’s DC-by-level chart is far easier to use than 3e’s mess. That said, I still needed to have the chart in front of me to adjudicate skill checks in 4e, and preferred to have a DC predetermined. With 5e I can easily set DCs on the fly, and in fact greatly prefer doing so.
Interesting. In systems that use difficulties, I generally state the difficulty after the action is declared, and takebacks happen only if it emerges that there's been some fundamental confusion or misunderstanding about what is feasible for the PC given the overall situation in the fiction. I'm trying to think if that's even happened in my last few years of RPGIng and can't remember a case.
I think we’re describing the same thing here. At my table, it might go something like this:
Player: I try to unlock the door with my thieves’ tools.
Me: Ok, that will take 10 minutes and a successful DC 20 Dexterity check - plus proficiency for your Thieves’ tools, of course.
Rarely, it might continue;
Player: DC20? Yikes, I didn’t realize it was such a complex lock. On second thought, maybe we should just try to break the door down?
Other player: Sounds good to me! I’ll use my crowbar to try to force it open.
Me: That’ll be noisy, but you can do it with a DC 15 Strength check. With advantage for the crowbar, of course.
etc. I do that so that the players can make informed decisions about their actions. They should know the potential consequences (10 minutes of time bringing them closer to the next complication roll in the case of picking the lock, noise attracting the attention of nearby enemies in the case of forcing the door) and their likelihood of success. That insures they are succeeding and failing based on their choices rather than random chance.
I think my problem with this is similar to (maybe not identical) to
@Garthanos's - namely, that it sits a bit uncomfortably with reams and reams of very precise, level-and-resource-calibrated descriptions of what can be done via spellcasting.
Yeah, this is a problem I have with 5e as well. Personally, the way I would prefer to go about fixing this is to make magic more freeform like skills are, and to give non-magic characters more codified maneuvers they can perform, like 4e powers.
On this issue I find 4e closer to what you are advocating than 5e seems, because it carves up the adjudicative terrain more clearly: in combat, using Athletics (to a lesser extent Acrobatics) to move is codified similarly to teleportation etc powers; out of combat what a skill check can achieve and what magic can achieve are largely left up table interpretation and GM adjudication.
Where I find 4e most wonky is when combat and non-combat overlap with one another. I never really got into the
skill-challenge-as-a-subsitute-for-combat thing, though some active posters in this thread (eg
@Manbearcat) did find ways to make that work.
See, I would prefer to reduce the contrast between in-combat adjudication and out of combat adjudication. It’s awkward that the game changes so drastically as soon as the DM says to roll initiative. PbtA games handle this much better in my opinion, where violent conflict is resolved just like any other part of the game instead of being its own siloed-off minigame.