James Gasik
We don't talk about Pun-Pun
Having the freedom to decide how you want to rule on the game can be a good thing, sure. But even if we had 3.5 era tables for set DC's for tasks, the DM can always houserule them if they feel something is too easy/hard, or want more granularity. 3.5 espoused a "DM secret rule" allowing you to modify rolls by +/- 2, for example, if you needed that extra granularity. 5e allows you to apply advantage or disadvantage.But you need to understand this is very subjective. I personally found the skills overly engineered in 3rd edition for example. And much prefer something like above where the GM is able to go by what feels right or what the group feels is right. Often those listed DCs became straight jackets in my opinion (and often the book DCs felt much too high and much too rigid). Again I can't speak to how 5E specifically addresses this, but when I was talking about how refreshing it was going to white box and seeing a one paragraph entry for a spell without clearly defined parameters, that is exactly the sort of thing I had in mind. Now it isn't for everyone. And even for me, it isn't for every campaign (some campaigns I want a system with things like more engineered DCs). But I do see why they may have reversed course on the complexity of these things if they did so
Removing guidelines for setting DC's is only good if you're an experienced DM who understands probabilities and has some sense of how difficult a task could be.
Billy who got the Starter set for his birthday isn't going to know that.
It's all well and good that Joe, who just wants to run a fun game for his friends, and Dave "the Destroyer", old school player-killer DM extraordinaire, have the freedom to alter the odds to fit their playstyles- but it's not like they couldn't do that anyways.
5e doesn't give you any more freedom than you ever had as a DM. It just means players have no expectation of what they can expect beforehand.