[MENTION=6685694]ComradeGnull[/MENTION]
I think your concerns are more variety than DM control. You want fighter powers because to you that is more fun than just saying you attack or making an improvisational move. I'm sympathetic to this point of view but it really is outside our discussion on DM power.
Not at all. I don't play fighters, or really care what they do. I am simply
saying that spells in editions 0-3 worked in largely the same way that powers work in 4e. There are written descriptions of when the spell can be cast, under what circumstances, what rolls are required, and what effect happens. If the prereqs are met and the roll succeeds, the effect happens. Yes the DM can by fiat say 'well, your spell doesn't work the way you want for a reason I am explaining now', but the same thing is true of a 4e power. In both cases, the rules don't say 'the DM can override the written effect of a spell or power'- it's an assumption built into the nature of an RPG that uses a DM.
Examples...
1. Can I use my 5 magic missiles to cut 5 individual ropes on a rope bridge?
2. Once charmed how far can I abuse this newly gotten good will?
3. If I "suggest" you jump in the river, will you? Even if it's magic? How much additional acting on my part is necessary?
4. Can someone hold the door open when I cast fireball and slam it after the bead goes through? (pre 4e fireball)
All the stuff above requires adjudication by the DM.
And pretty much all of the above still requires adjudication in more rules-heavy editions. In some cases spells got added guidelines for how to adjudicate, and in other things complex spells went away. That more than anything may have affected how play works out- spells with complex or unpredictable effects are fewer and farer between in 4e. But rituals still can include some of those same complications, and DM's can always add additional magic or rituals that require those kind of calls.
You make a good point. But in pre-3e editions there are mitigating factors that reduce the effect on overall play:
— We're only talking about spellcasters here. So the DM hasn't "lost his autonomy" for half the party's actions.
— Many spell descriptions allowed some interpretive implementation. And a good portion of the spells involved communication with gods, fortune telling or info gathering, and other non-combat things. If in 1e you used a spell to talk w/ your god, the DM was the voice of that god. In 4e a huge percentage of spells are combat- and/or grid-oriented and far more tactical in nature.
— There wasn't as much spell casting going on. No at-wills. A 3rd-level mage got a whopping 3 spells per day. Three actions per day isn't going to usurp any DM's authority.
So in 1e, maybe 10% of party actions fall into that range. But in 4e, with at-wills and all classes having powers, you're talking about pretty much every action a PC takes, so the effect is greater.
This is essentially saying that the later editions took some of the spotlight away from the DM and spell casters and gave it to non-caster players- which seems perfectly fair. Rituals can still have scrying-type effects that are unreliable and require adjudication if you want them to.
Do you not see the conflict here? On the one hand you seem to be saying its ok that players randomly and spontaniously decided to announce that he already knew or knew of a new npc. Then you cite that games have rules to determine just how far it can go as if 4E will draw a line a line and say no you don't know the mayor after the player spontaniously decides his character does. This sort of spontanious player world building just strikes me as bizaare. Its like you want the DM to play MMI lol. I'd be like if you want to build the world you get behind the screen.
Again: some people want to improvise story, and some people want to improvise action resolution. Why is one crazier than the other? If you've ever done improv acting or comedy, one of the fundamental rules is the 'yes, but' rule- if someone says 'look a bus', you don't say 'that isn't a bus, you're crazy!'- that kills the momentum of the scene and turns into a game of just contradicting eachother. "Yes, but"- (which I've specifically seen mentioned in some game mastering guides) means that if a player makes a suggestion that doesn't break the game, you allow it but add complications to it that ensure that it isn't abused.
So in the example above, the player says 'I know you, my uncle served with you in the war'. The army officer says 'You mean Lt. Bill- the officer I had shot for cowardice?!' Now you've built onto the story and created additional hooks. Rather than just allowing the player to create an advantage for themselves, you've created an opportunity to work for an advantage, or to take the story in a new direction.
It is slightly more complicated way to create plot. Just as adjudicating actions on the spot is a slightly more complicated way to resolve tasks. In each case, the DM is just sharing a little control with the players to make the game more collaborative.