aramis erak
Legend
I think a couple things are different in that core loop in many "GM doesnt roll" games I've experienced:
a) you tend to resolve things at a different scope with a single roll, so the narrative feels like it's moving more places/resolving a higher amount of conflict at once.
b) not all, but many (most?) games where the GM doesnt roll don't have a separate turn-based combat subsystem. That often breaks your flow above pretty significantly. (note that combat in, say, DW often takes just as long as a standard 5e combat - but boy does it feel different to me to actually play)
c) most of the time you're interpreting a result against a static set of outcomes, not comparing vs a generated or chosen DC; and the player usually has a smaller decision set (eg: if a player makes a move in a PBTA - they're adding + stat and you're adjudicating the outcome space).
I think you're missing out on a good chunk of the player facing rulesets...
because those are not true of most of the player-facing rulesets I've used.
- DL5A is VERY traditional, aside from player-facing and card driven. Combat rounds, initiative...
- BTVS (and other Cinematic Unisystem games) is just Unisystem with the would-have-been-GM's-rolls replacing the 1d10 with a flat 6, and damages be flat+margin. lots of combat moves to pick from (6-8 for NPCs, up to 15 for PCs)
- Better Games' games' - use a mix. Combat is still many rounds, but many non-combat obstacles are one roll per scene.
- Talisman Adventures isn't strictly player facing, as the GM rolls damage, but again, it's got combat rounds rather than one roll-resolution of a conflict scene.
Complexity of resolution and player-facing are not actually all that tightly linked. It just looks that way because the most popular player facing game system is used in literally hundreds of games, and several spinoffs with different dice mechanics still use light rules, no GM rolls, and GMs don't do the same things as in trad games.So while a game that has things like "ok make an athletics roll to climb the wall" and a game that has things like "ok yeah roll your Prowl like you said to see if this works out" may sound and roll very similar in the moment, the rest of the game around the latter feels like it's going different places because you never break out of that fairly simple resolution.