Why would it? As the DM you are the eyes, ears, and "knowledge" base for the characters. The DM IS the filter/interface to the game world/campaign. If as a DM, you don't think it appropriate for a level 1 character to be able to accomplish something, within the campaign, you let the player know what his character knows/sees/etc. - that what he would be attempting is beyond his capabilities/training/knowledge at this time.
This is exactly my point. You said "if you can imagine it, you can attempt it." If a player imagines something, he can't attempt it if you don't let him. As the DM, everything is filtered through you. At level 1, is something Easy, Moderate, Hard, or Impossible? Players don't really know until they consult you.
This is what makes me say that the system is light, but it's not really liberating. In my RPG, there's a lot of stuff written down on which skill can do what task. Most everything players will ask about will already be addressed. The DCs are listed, and are set, regardless of level. The upside to this is that players can consult things without relying on me, build their PCs with specific, achievable goals in mind, etc. It does not leave any pressure on me, as DM; it's all in the book.
However, this means that we consult the books a lot more than I need to in 4e, so it's not really more liberating for me. It's basically a wash. Neither method is more liberating, but both have their ups and downs. Which is what I was saying.
If a character wants to jump the width of the Grand Canyon the player should know, from the DM communicating to him, how he (the character) views the odds. 0% chance of success is a valid percentage, and they should be aware of it.
Exactly. Filtered through me. While the system is lighter, it's no more liberating, in my experience so far. The DM needs to remember their rulings, remain consistent, and be skilled enough to slowly alter them as the PCs go up in level (and Tier). It's not bad, but it's just the way it is.
If you can imagine it you can try it, does not mean that they are going to be successful. That was the first thing I mentioned - attemptable, though you may not succeed. Attempting to jump the width of the Grand Canyon has a 0% chance of success. So that is what the DM should communicate to the player.
That is not, in any way, "attemptable" in my book. That's "you can jump into the Grand Canyon," and not "you can try to jump over it." Your bolded section highlights that; "though you may not succeed" implies "but you have a chance." In this case, they don't.
As explained above, a player might think "Oh, my wizard can do X!" The DM should let him (player) know if that is true or not within the campaign. The player should be communicating his desire to do something (in the metagame or the game world sense), the DM should communicate to the player (also in a metagame or game world sense) what he'd know from the character's perspective (world perspective). That would corroborate whether his assumption is correct or not.
Yep. That's what I said. And I've explained why I don't find this any more liberating.
What I found "refreshing" about the way 4e allows the DM to handle this is that it gives the DM the framework/tools to make "informed decisions" very quickly. Then I can communicate those "informed decisions" to the players. So they can also make "informed decisions." It also provides me a framework that I can use to challenge the characters from Level 1 to Level 30.
I actually find it very lacking in giving me information outside of mathematics. I, as DM, can make informed decisions about how likely things will succeed, but I feel that there's a lot to be desired when it comes to letting me know what is appropriate. I basically have tiny skill descriptions and the descriptions of Tiers to go on, as well as, what, a couple examples (Page 42, etc.)?
But, I prefer skills being very well defined, so that players can reliably leverage those skills however they wish (in a way that won't break the game, and without having to consult the GM), and even make PC builds that include them. But it's just preference. I don't find 4e liberating, but it is "refreshing" in the sense that I don't have as much to memorize (because there isn't as much, since it's lighter).
What 4e provided to me was a framework/tool and a scaling level that allowed that particular task to be more difficult if the opposition was more challenging.
This is the solid information on mathematics I mentioned. From my limited experience, 4e handles this very well.
I might still be making "gut-feel decisions", but at least they are more "informed" with respect to the underlying design of the game. Like you said, that does not unburden me, specifically from the responsibilities of being a DM, but it actually does free me a lot more. I'm still running the game in a very similar manner as I was many years ago, but now my "rulings" make more sense from the game's design perspective, and from the campaign world perspective. YMMV
I don't see how it's any more "free" than adhering to static DCs in a book. They may not "make sense" to you, but if you stick to them, there's still nothing to worry about as far as making those decisions. Maybe it frees you, somehow, but I'm not exactly sure how (when compared to static DCs), and I definitely don't feel any more free when I've run my sessions. I don't feel bad, mind you. I just don't feel "liberated" in any real sense of the word.