In AD&D, to touch someone for (eg) a Harm spell requires rolling to hit their AC. 3E fundamentally changed this which, as I said, radically changed the dynamics of certain monsters and spells.The comcept of touch attacks has informally been around since forever e.g. trying to touch an unwilling recipient with a 'touch' range spell, or any attack from an incorporeal undead. All 3e did was codify some rules around them; one of its better ideas.
I can't comment on 3E. This is obviously false for 4e - the most well-known page in the 4e DMG is p 42, which under the (pragmatically contradictory) heading "Actions the Rules Don't Cover" sets out the rules for resolving such actions.In 1e-2e and somewhat in 5e, this is correct: you can try anything and if there's not a rule for it the DM is empowered* to make one up. In 3e-4e it isn't; the philosophy there was that the rules were the limits and if there wasn't a rule for it, you couldn't try it.
Says who? If you participate in a workshop for empowering people, you'll learn (if you're a student) or demonstrate and explain (if you're a teacher) tools and methods for achieving things, resisting things, ignoring things, etc. The distinction you're drawing is arbitrary and (in my view) sheds no light on my RPGIng.You're making the same mistake as [I forget who, upthread] and equating empowerment with support. They are not the same!
The 4e PHB lists four jobs for the Dungeon Master. Two of them seem relevant here:Sure, 4e gives its DMs lots of support; and good on it for doing so - but it doesn't give 'em any power to go with it
* Narrator: The DM sets the pace of the story and presents the various challenges and encounters the players must overcome.
* Referee: When it’s not clear what ought to happen next, the DM decides how to apply the rules and adjudicate the story.
I have no idea what lack of power you think you're pointing to.