buzz said:
But there's a difference between setting the scene and being the sole arbiter as to how the PC interacts with that scene.
As you describe C&C, the player really has no idea whatsoever whether their PC can make that jump. They have to wait until the GM focuses on them, arbitrarily picks a number, and then reveals whether the roll was enough to beat it.
Why do you assume that in C&C the player cannot ask the CK how difficult the jump would be before making the role, or even deciding to act? Why do you assume that the number picked is "arbitrary", rather than based on the same type of situational modifiers that might apply in a more rules-heavy system?
In D&D, as a player, I can look at the battlemat, see exactly how wide the gap is that my PC needs to jump, thus providing me, with no help from the DM, a basic DC. I then can determine the mods due to lack of space to make a running start, terrain, encumbance, etc, because they are right in the book.
The modifiers for terrain are in the book, but the status of the terrain and the space available for a running start at the point of the jump is completely up to the DM. You will still have to interact with a real person at some point in order to determine which modifiers apply. At that point, the person with the authority to make those decisions will inform you of the difficulty of the task (either by simply telling you the net difficulty or enumerating the modifiers that apply to the base difficulty).
Barring the addition of a "DM's buddy" +2/-2 modifier, both the DM and I are on the same page as to the difficulty of the jump,. I can even make my roll and determine whether the PC makes it without the participation of the DM.
Again, you're not on the same page until you know what modifiers
apply. If the pit is actually a shaft with a strong updraft and the DM has decided this provides a +5 modifier to Jump checks across the pit, you won't know that until 1 - A description of the updraft comes up in actual play; 2 - You ask the DM about the specific environment of the pit; or 3 - You ask the DM about the difficulty of a Jump check to cross the pit. All three of which would also be necessary in C&C to get that information.
As a player, this is empowering. The numbers on my sheet mean something.
As do the ability scores on a C&C character's sheet. They determine how good or bad things are on
your end. They don't do anything to inform you about how likely you are to succeed or fail until you have all of the information about the difficulty of a specific task.
If a DM is doing this, that's railroading; the PC never had a chance.
How is setting a DC or TN railroading? How is saying "The jump requires a Str check TN=15" any different than saying "The pit is 10ft wide, the roughness of the floor in this area makes a running start impossible, a strong updraft provides a +5 bonus to Jump checks across the pit. Resulting DC = 15."?
In the D&D scenario, both the player and the DM are ostensibly bound by the rules of the situation that's been created. The chasm that's X feet wide doesn't suddenly become X+N feet wide becasue the DM doesn't want the PC to make the jump. That would be cheating.
In C&C, modifying the TN after the PC rolls based on whether or not you want him to fail or not would also (by most reasonable people I think) be defined as "cheating". That's not what we're talking about here. If the player asks the CK, "If I try to jump the pit, how difficult will it be?" and the CK says, "It's a TN=15 Str check" where is the discernable difference between D&D and C&C?
The circumstances are accounted for; regardless of who's DMing, the DC will be the same. Consistency leads to consensus, which leads to a better play experience.
The circumstances aren't accounted for until the player communicates to the DM and makes sure he knows all the facts about the situation. In both systems, the DM sets the difficulty based on certain criteria. If a player assumes he knows all the criteria before communicating with the DM, he's just as likely to run into unexpected consequences in D&D as he is in C&C. I agree that consensus leads to a better play experience, but I don't think you automatically reach consensus with preset difficulty modifiers and I don't think consistency is the only way to reach consensus.
In the "lite" example, success has nothing to do with the PC's capabilties or the terrain; it's whether the GM feels like letting the PC succeed.
That's absolutely untrue. You're either misreading my original post or I wasn't clear enough. Either way, this has nothing to do with the DM fudging the roll for a specific result.
Personally, I prefer that the criteria be at least somewhat objective, e.g., a chasm X feet wide = DC Y. A game doens't need to be "heavy" to accomplish this objectivity, necessarily, it just needs to be "rules sufficient".
But D&D doesn't provide you with a rule that says a chasm Xft wide = DC Y. It provides you with a system that sets a base DC according to the width of the jump, then modifies it according to several factors. Whether those modifiers apply is up to the DM and should (in a fair game with a reasonable and impartial DM) be either available to the player by asking the DM or discoverable by the player through in-game actions. This is not, from the players perspective, measurably different than how things work in C&C.