Likewise. Though sometimes I would write the relevant numbers down on my encounter notes. (Chart fragments!)4e’s DC-by-level chart is far easier to use than 3e’s mess. That said, I still needed to have the chart in front of me to adjudicate skill checks in 4e
I'm relatively casual about this. Depending on mood, details of how the action has been framed and declared, existing dynamics/trajectory of the fiction, etc, I might give a very clear account of what is at stake, or I might leave it to be implicit. The former I think of as orthodox Burning Wheel; the latter as PbtA. (Luke Crane, in his GMing advice for BW, says that he often drifts closer to the PbtA approach rather than sticking to the "official" approach.)I do that so that the players can make informed decisions about their actions. They should know the potential consequences
I think there can be some tension between these two aspirations (codified manoeuvres and PbtA smooth flow of play). AD&D -style spells sort-of avoid this because they are (notionally at least) an in-fiction as well as at-the-table phenomenon. But because martial manoeuvres probably have to be understood in metagame terms, I think they push towards "minigame"-ness. I also think this is why sim-y games like BW use fate points or similar, rather than codified manoeuvres, as their metagame currency.the way I would prefer to go about fixing this is to make magic more freeform like skills are, and to give non-magic characters more codified maneuvers they can perform, like 4e powers.
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I would prefer to reduce the contrast between in-combat adjudication and out of combat adjudication. It’s awkward that the game changes so drastically as soon as the DM says to roll initiative. PbtA games handle this much better in my opinion, where violent conflict is resolved just like any other part of the game instead of being its own siloed-off minigame.
I think this is also related to the notion that all 4e PCs are casters.