Would it be bad for 5E if there were rules where the player gets to say "This is what happens" and the GM has to accept it?
Well as you know I think it has these - background abilities. But judging from this thread, GM's apparently ignore or override them on a regular basis! In which case, what would be gained by adding more of them?
This seems to be primarily world building, not a matter of Q&A. The DM world builds a miserly NPC and makes him the town smith. He world builds a kindly old Mayor. And so on. He doesn't know if the players will even encounter these NPCs, or what the players might do when they meet them.
Often a GM does know if the PCs will encounter a NPC. Or has an intention as to whether or not the PCs will encounter certain NPCs. The last NPC I designed (for Torchbearer, which at a sufficient level of abstraction can be said to play somewhat similarly to Moldvay Basic D&D) was dead, but his thoughts and dreams lived on in a dream-haunted Elfstone. I didn't
know whether or not the PCs would encounter this NPC, but I certainly hoped that they would! (
And they did.)
But whatever exactly the GM's expectation in respect of some particular setting element, the GM is still designing components of a game. The GM, as the designer of those components, seems to me clearly responsible for whether or not they produce enjoyable, worthwhile play.
no one is arguing the DM should on a whim ignore the rules. There should be a good reason, often based on the fiction not aligning to genre/setting expectations due to the game mechanics producing fiction against those expectations in this situation.
Whose expectations about the genre/setting? The GM's?
The fact that a person's experience with 5e has so much table variance never felt like a good thing to me, since it means if you play under multiple DM's, you can never really know what to expect.
I don't see it as a problem that experiences vary from table to table. I'm pretty sure playing Prince Valiant with the late Greg Stafford would be a different (probably better!) experience than playing it with me. I've played 4e D&D with
@Manbearcat GMing. It was different from what I ran with my players.
RPGing is a creative pastime. The individuals, plus the way they come together as a group,
should make a difference in my view. My personal dislike of "Mother may I" GMing isn't the fact that it
affects the play experience, but that it makes for a poor one.
I mean, to look at your jumping example, what's the deep cause of the problem? The fact that D&D measures distances in such a granular fashion! - and therefore requires the GM to be able to form opinions about how hard or easy it is to jump, throw things, hear things, etc at those various specific distances. The issue wouldn't even come up in Prince Valiant, because I'd just say "It's a pretty hard jump - obstacle 3" and then the player would roll Brawn + Agility applying any appropriate penalties for their PC's armour.