Iosue
Legend
FWIW, the 5e DMG doesn't particularly address power dynamics, probably because it doesn't see exactly see itself as a GM-resolution based game (thought of course it can certainly be argued that it is). The assumption is that when a player states what they want to do, it will be either a) covered by the rules, and the DM will accordingly apply them, or b) not covered by the rules, and DM will apply the ability check system (with Advantage or Disadvantage) to determine a chance to succeed OR simply declares that the action succeeds. Examples of unilaterally saying that an action does not succeed are almost always essentially cases where an action would be against the rules (e.g., "the character doesn't have enough movement to reach the orc") or evidently impossible (e.g., "hitting the moon with an arrow").
Thus, the section that deals with making such decisions is called "The Role of Dice." It describes the benefits and drawbacks of rolling for almost everything, and the benefits and drawbacks of using the dice as rarely as possible. Then it advocates for "the Middle Path", saying that "Many DMs find that using a combination of the two approaches works best." The rest of the section, then, is advice for ability checks, setting DCs, applying Advantage/Disadvantage, and giving Inspiration. It ends with a section called "Resolution and Consequences", suggesting "flourishes and approaches you can take when adjudicating success and failure to make things a little less black and white." But this is essentially interpreting the die roll as a degree of success or failure. E.g., just missing a roll could result in a success with complications.
My impression is that, in as much as Crawford, Perkins, and Wyatt were concerned with power dynamics, they were most worried about adversarial DMing, and so all the advice is couched in terms of tailoring the game to the players and using the system to give them chances to succeed.
Thus, the section that deals with making such decisions is called "The Role of Dice." It describes the benefits and drawbacks of rolling for almost everything, and the benefits and drawbacks of using the dice as rarely as possible. Then it advocates for "the Middle Path", saying that "Many DMs find that using a combination of the two approaches works best." The rest of the section, then, is advice for ability checks, setting DCs, applying Advantage/Disadvantage, and giving Inspiration. It ends with a section called "Resolution and Consequences", suggesting "flourishes and approaches you can take when adjudicating success and failure to make things a little less black and white." But this is essentially interpreting the die roll as a degree of success or failure. E.g., just missing a roll could result in a success with complications.
My impression is that, in as much as Crawford, Perkins, and Wyatt were concerned with power dynamics, they were most worried about adversarial DMing, and so all the advice is couched in terms of tailoring the game to the players and using the system to give them chances to succeed.