Ridley's Cohort said:
On your last point, I can say that my personal experience is very different. I certainly do not see such issues "often". Can you give me an example or two?
Would a third edition player even try to leap off a balcony and knock a guy off his horse?
The grapple mechanics don't cover it. You tried to resolve it as a grapple, but anyone who knows the grapple rules could tell you it would be a full six seconds using a grapple before you could move the grapple, and heck the rules don't explicitly say what happens when you try to move a grapple off of a horse. Normally, knocking things over is a trip attack, but the rules say nothing about trying to trip someone using a flying leap onto a horse. "Is that even legal?" Even my suggestion that this is a bullrush involves a bit of interpretation. Is the player going to assume that I'll interpret bullrush in his favor?
My experience with players reared on 3rd edition is that they don't offer propositions like, 'I leap off the balcony and knock the guy off of his horse.' Instead, they offer clear rules propositions, "My character makes a bullrush attack." or "My character takes a full attack action", accompanied by moving the minature chess peice like across the table (which is one of the reason I try to keep the minatures off the table now). If the rules don't cover the particular situation, they don't usually look for a non-rules answer because they are used to knowing (or thinking that they know) the expected outcome of the propositions that they make.
If the DM by personality has a tendency to say No when in doubt, then light rules mean almost all Noes, while skill rules mean that the players get lots and lots of Yesses in common situations by default.
It's not necessarily a question of personality. I'm going to say 'No' alot more in my average D&D or CoC game than I would running SW or if I decided to run a M&M game. It's more a question of wanting to set a particular tone, not necessarily being in doubt about anything. If the game assumes that the characters start as super-heroes, I want to give it that comic book/wuxia/WWE feel. I want combats to effectively pause in the panels for one-liners and elaborate set up attacks, and I want most everything to work at least half the time and spectacularly.
For D&D, not so much. Sooner or latter you are going to be a sword or spell slinger in a cape, but we can take our time getting there.
I'm not sure I've been in enough rules light game systems to know what you are talking about. For me, the only difference between rules light and rules heavy is how much 'heavy lifting' I have to do and when. With a rules heavy system, I have more options to turn to during the game to resolve unusual circumstance rather than having to invent things on the fly, but I also probably have to do more preparation to run the game smoothly.