As much as you'd like to create an argument where this isn't one, ...
What?
As much as you'd like to create an argument where this isn't one, ...
However, I feel that what Wizards is saying by "empowering the DM" and what this poster is saying are different things. When I hear Wizards talk about "empowering the DM", I get the general feeling that what Wizards is trying to do is give the DM the ability to more easily break away from the pre-programmed systems and structures that are printed in the books. They are not attempting to establish the DM as the table dictator, they are attempting to establish a more clearly defined way for DMs to be creative without worrying about breaking the game or relying on highly rail-roady printed content.
In this specific example, in 4E at least, the game is designed around the presumption that the PCs will get items of a certain power level at particular levels. If they don't, the math breaks down and the game becomes increasingly difficult. Without the inherent bonuses from the DMG2 of course.
I would rename the two ends of the scale: "DM as machine" and "players as puppets". The former is where the DM's job is just to follow rules and react to player input. The latter is when nothing the players do matters because the DM will just rule it so.
That way it is clear that what is really needed is a mid point somewhere along the line.
It's not just "more mechanics", it's also more up-front information.I guess I don't like the term "Player Entitlement" because I don't think that it accurately describes the phenomenon. I feel that "Player Expectation" is more the issue. That is, more mechanics lead players (and DMs) to expect the game to work a certain way. This tends to pin games into a certain mode of operation.
Sounds great from here!It sounds like they want to make the game very flexible and a lot less defined. So individual DMs and groups could play wildly different games under the Aegis of D&D and have those games be inter-intelligible. I'm in favor of it, basically because I hope the game recaptures the wild feeling that seemed to die with 2e.
It's not just "more mechanics", it's also more up-front information.
A few examples: (for these purposes, let's assume players do not also DM)
In 0-1-2e the players (usually) didn't know where their characters fit on the combat matrix (in 3e terms, they didn't know their BAB). 3-4e give this information to the players.
In 0-1-2-3e players did not know the cost of magic items nor what those items might be. 4e put this information right in the PH.
Giving more information to the players is great for the players but a nightmare for the DM if she wants to start changing things behind the scenes...because it ain't behind the scenes any more, and because the players have it in their hands they quite naturally expect that'll be the way it works.
One possibility - perhaps not always practical for every group but hey, what the heck - might be to keep as much of the engine under the hood as possible. Present the players with the minimum amount of rules required to play the game and leave the rest with the DM. The DM can then tinker as she likes, adding modular rules sections as she goes, and present the end result to the players as her game the way it's going to be played.So, what's the solution to make a core game that keeps both DM and other players happy with 5E as a system that maintains the mystery and doesn't result in DMs making changes that players might find unfair?
In 0-1-2e the players (usually) didn't know where their characters fit on the combat matrix (in 3e terms, they didn't know their BAB). 3-4e give this information to the players.