It comes down to whether success in any given situation means getting something you want (i.e. changing the status quo for the better: I successfully climb the wall) or not getting something you don't want (i.e. the status quo is better than the alternative
..."not getting what you don't want" isn't success. It's
avoiding failure. That's going to be a key point of disagreement here.
What you're proposing makes retention of the status quo an impossible result: either something happens, or something else happens; and in the fiction this isn't always going to make sense.
If the status quo is being retained,
the characters aren't activating the rules. Whenever you trigger mechanics, it should be because Things Are In Doubt. Both 4e and DW work that way, for opposite reasons: DW because you only turn to the mechanics when the fiction needs it, 4e because the devs
trust the DM to handle all the fiction stuff that rules just aren't good for. (Of course, its detractors called this "being only about combat" etc., in a "heads I win, tails you lose" argument--anywhere it had rules for roleplay, it was restrictive, and anywhere it didn't, it provided no support.)
Any time you engage the rules, the status quo SHOULD be in question. If the status quo ISN'T in question, the rules aren't needed. And even at times when it
is in question, the rules may not be needed (as when the DM just says yes because the plan is too sensible/cool/funny not to).
This comes down to playing in character - the character has no way of knowing whether success or failure matters or not either until later, or never.
Okay...but that's not a
game design element. That's what a player has to do
when already playing a game designed that way. It's circular to argue this; you're presuming the thing you're defending.
I see "rule" and "law" as synonyms: breaking either has potential consequences. A rule in chess is that your rook can only move in straight lines. A guideline, on the other hand, is something - usually advice - that can be adhered to or not, as the mood strikes. A guideline in chess is that the central four squares are important in the early game. In RPGs, many things people tend to see as rules I tend to see more as guidelines.
Okay so...what about the vast excluded middle of things you
generally should obey, but which you
definitely shouldn't obey 100% of the time? Because, well, that's kind of where "rule" exists in literally all games. They're...conventions? Customs? Norms? Heuristics, if we want to be technical? "Rule" is the most natural word for this as far as I'm concerned, and "rules" are
definitely less strict than "laws" (otherwise we would see at least
some intermingling of the two terms, wouldn't we? The only use of "laws" I can think of in a D&D-like context is Robin's Laws of Good Game Mastering.)
The "rules" of writing are not laws. Again, as I have repeatedly and explicitly said, you SHOULD break them literally 100% of the time that doing so would improve your work. Which might sound like a really useless rule ("what, you use it only when it's good, and not when it's bad?"), but the point of the rule is that it
usually is good to follow it. It
usually is good to write your English sentences as subject-verb-object, but we break that rule all the time in poetry. It
usually is good to end chord progressions with a perfect or plagal cadence, but plenty of songs use some other kind of cadence or intentionally leave a feeling of suspense and unresolved emotion.
I put point buy into the all-the-same category. Sure it allows for much more variety than fixed array, but you're still starting from the same overall base. Further, in neither system can you have anything less than an 8 unless the DM overwrites the rule, and sometimes having something below 8 is what makes a character work.
I mean, you're allowed to
call them that if you like, but surely you see that that's a disparagement that many would disagree with? The stats simply are not the same. There may be less
variability than you like, but there's also (far) more
choice, which is its own form of non-sameness.
Hmmm...you don't like it when I use anecdotes as evidence, and you don't like it when I use actual numbers as evidence. This makes things tricky...
I mean, yes? It doesn't help that your evidence,
even if it were flawless, does not actually address the point I keep explicitly making: these rules, these conventions/customs/norms/heuristics/WHATEVER term you need so that you don't read it and think "oh, if I break this, horrible things happen 100% of the time," are USEFUL, as are higher stats as opposed to lower stats. That you can give me examples, logic, even statistics to show that they aren't REQUIRED
does not actually defeat my point. You would need a hell of a lot more statistical evidence to show that the thing is NOT useful, when all I need to do is point to the very simple probability: having a +4 modifier instead of a +2 modifier means succeeding, on average, 10% more, and so by the law of averages, we would expect that about 10% more characters with said higher modifiers survive. (In practice it will be less because not
every modifier is 2 higher, but the point stands.) You're going to need something pretty strong to counter that!
Not in these parts...
See above. I'm not alone in thinking this.
I, meanwhile, would have to strip 4e right down to the floor and rebuild it from scratch to get it even vaguely close to anything I'd want to touch
Have you ever heard of Fourthcore? You might be seriously surprised.
That IS running 4e in "hard mode." (Well, was, the official community is defunct now.)
Not sure I understand the example. Removing THAC0 (or, in my case, never using it in the first place) is easy, as to me THAC0 is an obstacle in that it adds a needless step to a process which otherwise arrives at the same result.
...you have to completely re-do the math. Recalculating the AC and attack of each creature, checking bonuses to make sure they're all properly labelled (not that 2e was ever consistent with how attack bonuses or penalties were labelled). You consider this an
easy task? I just...I literally have no idea how to respond to this fact. You talk about a variety of easy tasks as though they are insanely difficult, and then talk about a variety of seriously difficult tasks as though they are trivial. I have no idea what "easy" and "hard" even means to you anymore.
Ask any DM who has placed homebrew restrictions on the game (e.g. no Elves in this setting; or expansion-book XYZ will not be used in this campaign), as to how players often react. Speed limits on roads - no driver ever complains when the speed limit is raised, but they sure do when it's lowered.
It's simply easier to start with the most restrictive situation and ease it off than to do the reverse.
That's...
Okay, Lanefan. We need to hash out here what we're talking about. Are we talking about
design, which means things that happen
before the game even begins, or are we talking about
at-table play, which is after design is already complete?
Because you keep slipping back and forth between the two and it's really really hard to have a conversation about either one when you do that. Obviously, design affects at-table play, but focusing on design means the at-table play experience is up in the air, while focusing on the at-table play experience means design should be largely settled. (Even in playtesting, you need to have a consistent ruleset for long enough to, y'know, actually
test the play experience, otherwise you don't learn anything.)
Other systems have quirks too, but I haven't (anecdotally) noticed the same issue occurring in games where there's a more coherent connection between fluff & crunch, as well as between how the rules say the world works and how someone imagining the situation believes the world to work.
Out of curiosity: How often do you play these non-D&D systems with people who are truly new to RPGs?