To the points above, just want to throw out two questions:
1) When is the last time, in real life, you've misjudged a distance, and maybe tossed something to someone which landed at their feet, or found the piece of aluminum foil you cut off is Way too short to be useful, or ran out of gas, or whatever else?
2) When is the last time, in D&D, you've had someone fire off a spell or shoot an arrow or something, and had them a bit out of range, and the spell fizzles short or the shot goes wide, and everyone just rolled with it? Conversely, when is the last time finding out 'that person is out of range of that spell' or 'you have disadvantage on that shot since it's long range' has resulted in 'well then I wouldn't have targeted them' or 'well then I'm doing something else' or something to that effect?
Someone trying to lightning bolt a target and them being just out of reach (or equivalent) happens all the time in books, movies, whatever, because it's narratively compelling. It's also deeply relatable, we've been there and done that. But it pretty much never happens in D&D in my experience, and attempting to ensure it doesn't happen often takes significant time and discussion and ends up with the plan for someone's 6 second turn taking minutes as the 2nd or 3rd iteration of their plans are formulated around a new piece of info.
Just saying, someone eyeballing minis on a map without grid markers, saying 'I cast X at Y', the DM whipping out a tape measure, and announcing 'you complete the casting but since they're not a valid target (being outside the range of the spell) the magic fizzles without effect' is not necessarily a sign of a bad GM or inadequate information being provided or even an undesirable result in my opinion. To each their own of course and I'm not at all saying that folks Should be operating on 'less than perfect' info in game, again, around my tables folks certainly get to mulligan and act as if their players Did have all the info. I can simply see why a different approach might be seen as desirable.
Many things are real-life experiences that make books or movies more compelling but which make
gameplay experiences much less pleasant, even actively frustrating. Pacing and user experience are
extremely different between different media, and trying to apply the techniques of one medium to another without further consideration is facile at best. A written explanation of essential world concepts is the only way to present information to someone reading a novel, but is by far the inferior method of imparting that information to someone watching a movie or playing a game.
Or, consider: we would almost certainly feel that a character is more like a real living human being if we consistently see them use the bathroom, if we watch them complete the entire process of cooking and eating food, if we sit through the entire ~8-hour sleep they take each night. Doing so would also obliterate any sense of pacing in a film, and video games which enforce such concerns to the hilt tend to do very poorly because such minute detail and hard-enforced requirements are almost always both boring
and frustrating. The benefits are meager and the costs are massive, so very, very few games do that. Even games specifically centered on survival and attending to bodily needs abstract away everything but a generic "hunger" meter, for example.
Much of what you talk about is the product of a game mechanic abstracting away tedious elements that either wouldn't generally be relevant (for reasons mentioned by Hussar below) or which would be incredibly tedious to have to deal with IRL. Yes, judging distances precisely is a difficult skill few humans master IRL. But few humans are constantly jumping over gaps, fighting for their lives in melee combat, or carefully aiming a bow to slay an opponent--to say nothing of a world where said humans must contend with (or employ) outright spells and supernatural beings.
I'm going to tell you that anyone with military experience, or any hunter worth anything, can probably tell you within a few feet how far something away is. At least anything you could reasonably expect to shoot anyway. Part of training is spent on exactly that and being able to accurately eyeball ranges is very, VERY important. It's a skill just like any other.
Or do you think a pro-football quarterback couldn't accurately throw a ball within a few feet of any range you cared to call out? Again, presuming he's actually physically capable of throwing that far? Or, heck, ask any golfer how far away they are from the hole and they'll probably be close enough. Certainly within tolerances anyway.
I find that people vastly underestimate how much information people are capable of processing.
Precisely. We are not comparing
ordinary average shlub humans here. Of course I expect we ordinary-average-shlub humans, such as myself, to be significantly worse at these tasks than adventurers. My career--to say nothing of my life--does not depend on such skills.
Heh... and that's the problem with a lot of these "playstyle" discussions and arguments here on the boards. More often than not, a person's issue with a particular playstyle isn't actually the playstyle itself, but how the style was played and used by the other people at the table.
If you are playing with someone whose use of a playstyle just doesn't jive with you, or whom others would say was not using that playstyle in the manner that should be the most effective... it's no wonder why a person bounces off of it or says the playstyle is bad.
While that's fair, it's worth noting that a lot of people--and I mean a
LOT of people--act like these "don't hate the game, hate the player" responses work only in one direction. That they only apply for deflecting criticism of "freeform"-like playstyles. You may not personally do so, but several people on this forum deploy them that way. "Just don't play with a bad DM! Stop playing with bad DMs!"
This response swings both ways. Stop playing with players who refuse to engage creativity. Just as the absence of rules alone does not inherently and unavoidably
cause DMs to (whether intentionally or accidentally) abuse the power vested in them by such approaches, the
presence of rules alone does not inherently and unavoidably
cause players to (whether intentionally or accidentally) abuse the benefits provided by such approaches.