Imaro
Legend
3e & 4e, certainly. The 'player empowering' editions. Especially if the DM was taken in by the 3.x RAW zeitgeist.
How'd I know that would be the answer
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I don't see 5e's class abilities as any more vague or ill defined than 4e's or 3e's... I know what action surge allows my character to do, I know what stunning fist does, I kow what Wildshape does and so on... so could you give some examples of what exactly you are talking about here?
Player picks a class, feats, weapons, spells, makes/buys/ items, etc, and what they do, how they stack up, and how crazy-broken they all turn out to be are all a function of 'RAW.' The DM can 'house rule' (shame! horror!) or pull out the banhammer, but the player had a lot of control over what his character was & could do - and not entirely 'within reason.'
3.5 was the height of the phenomenon (4e balance muted the effects), but it was even true further back, though to an increasingly lesser extent. 2e 'Player Option' supplements opened up some stuff along those lines. Before that, there was always spell choice, spells being a fairly push-button way of evoking specific results for the player.
Again... not seeing a difference between this and 5e... some concrete examples would help.
Of course, the DM could always respond by ratcheting up the challenges faced, even if he wasn't willing to challenge the RAW, thus pushing relative effectiveness back down.
So in effect, right here, you are saying the players of any edition don't really have the power to dictate their own effectiveness to the DM, right?
5e is, if anything, less that way, even than later 2e. Players have choices but, what those choices translate to the PC actually being able to do is very much a matter of DM rulings. Some choices, like spells and class features, are more clearly defined than others, like ability & skill checks, but they're all mere rules subject to the DM rulings.
Ah, ok so we aren't speaking to class features... and we aren't speaking to spells... so we're talking about 5e skills (even though you continuously present this idea of vagueness and uncertainty around capabilities as if it encompasses the entirety of the game... don't you think that's a little disingenuous of you?). So I'll ask again because in all honesty I'm not seeing how other edition skills were all that different, can you give a concrete example or two (outside of stealth which was left purposefully vague in 5e) of this difference of skills in the various editions?
It's funny, because it's like "nothing has changed, but everything has," just on a matter of clarity, emphasis, and attitude. In reality, a 2e DM could have run strictly 'by the book' or a 3e/4e DM could have over-ridden the rules constantly. Nothing could have stopped them in either case. But they'd've been bucking the trend and common wisdom of the day. By the same token, a 5e DM could empower the heck out of his players with clear house-rules/rulings all clearly spelled out, even irrevocably documented ahead of time, and stick to them no matter what combos they came up with.
Yeah see you did it again... implied that 5e doesn't really have any rules (without house-rulings) when in fact it does... Outside that you seem to now be shifting your argument ever so slightly towarss community as opposed to the actual systems... so which one is it because I don't really care about the community so much as the actual rules around a particular edition.