hawkeyefan
Legend
Every pnp RPG that requires a DM is based on DM-fiat, if it doesn't then it doesn't require a DM at all and the DM should be playing as a player. For a DM it starts with basic things like what kind of adventure are we playing, even if it's published adventures, the DM chooses which one, etc.
The argument is not that GM fiat is negative in and of itself. It's about how present it may be in a given rules system to the point where it exists in places where people no longer even see it.
The amount of input points for GM fiat in the 5e Alarm spell that was cited are significant enough that the GM can absolutely render the spell ineffective in a number of ways and can do so simply by deciding to do so.
It also seems the OP doesn't know a whole lot about D&D, the Alarm spell comes from a time when random encounters were codified in the D&D system. You roll every x hours, depending on environment, day/night cyle and possibly alert status. If you roll Y, you roll on table Z for the actual encounter. Often with a random number of enemies stated in the random encounter.
I think that @pemerton is very aware of that. I think this is just another illustration of legacy elements of D&D that remain even though they no longer really fit the actual processes of play.
Essentially what Torchbearer does, is emulate that old skool style of codified gameplay with another system, while D&D 5e has become more freeform from it's early editions. BUT the new DMG 2024 still has random encounter tables, just not everyone uses them anymore. But forgetting about them all together, especially when in relation to the Alarm spell... Kinda of a big oversight on the OPs part...
Not really... because as you say, random encounter tables are not a required expectation of play, and most people don't use them in favor of a more freeform style of play. If they were required, the players would understand the odds of triggering a random encounter and so on. If a GM is bound by such rules, they cannot simply bypass the alarm spell because they've decided it will be "challenging" or "fun" for the players.
They would be required to roll to see if an encounter happens, then the creature(s) involved in the encounter, their disposition, and their proximity to the area warded by the Alarm spell. If all of those things are simply up to the GM, and the only expectation is that the resultant encounter be "fun", then what does the Alarm spell actually accomplish?
No they don't. I can't tell you how much I disagree with the idea that the rules determine what is fair and what isn't. They can help with fairness, but they are not fair themselves. And I've seen some very unfair rules. The alignment change penalty of 1e comes quickly to mind there.
If I break the rules in basketball, I'm not playing fairly. I may be getting away with traveling, or maybe an unnoticed foul. If I break the rules in Monopoly, I'm not playing fairly. I may be skimming money from the bank or maybe moving an extra space than the dice indicate to avoid paying rent and instead landing on a property that's up for sale.
Yes, the rules very much tell us what is fair or not. Looking at sports is a really good indicator of this... times where the application of the rules is a bit unclear, where some amount of human judgment is needed... does the amount of contact in basketball indicate a foul? Is a pitch a ball or strike? These are among the most controversial areas of the game. Where the rules are the fuzziest.
As one of the people who perceived the thread as being about a problem, it's because I took the phrasing of a sentence like this, with no other context, to be a suggestion that a problem exists.
If it is a problem, it is in the amount of GM fiat that actually exists versus the amount that's perceived.