3rd, d20 universal is simply a floating 20 number variable result span that modifiers actually shift up and down the natural number line. A line where an arbitrary DC was set, which forced the DM to become a player. This design actually removes any hope of success for lower level PCs and failure for higher ones. It needed "always succeeds or fails" funky results to artificially keep characters playable, but only served to slow down the game. Not to mention the d20 was no longer just used for game elements benefiting from large variables like attacks and saves, but "skills" and plenty of other rolls which should never have used a 20 point spread. Initiative anyone? Boy, did that get tedious quick.
I don't know if it was intentional, but that comes off with enough spin on that that we can hear it whir!
If we are comparing apples-to-apples: for to-hit, all the systems set a DC, via an armor class. It was not generally arbitrarily assigned by the GM.
If we are comparing apples-to-apples: for skills, the DC for a 3e sill check was arbitrary, but guided - the rules do give flat numbers for many tasks. But in prior editions, with less-well-developed skill systems, the entire *mechanic* for resolution of a tasks was arbitrarily assigned, making the GM no less a player.
And... as if a 1 in 20 chance of success keeps the character playable? I don't buy it, sorry.
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