You were, I thought, referring to 4e D&D at the time.
No. I was responding to someone who had said that he wants, and I quote, "some possibility of DIY", and was rejecting
very specifically PbtA games for (allegedly) not allowing that. Hence, I was talking about PbtA games, because Micah was.
None of the WotC editions have much potential for serious DIY or kitbashing unless one wants to rebuild the system from the ground up. I came to this conclusion with each one after buying its initial three books and then reading them in a kitbasher's frame of mind: how can I tweak or alter or mash this system into something I'd want to run and-or play.
I disagree. I think they have plenty of potential. It's just not "sure, I guess you can disassemble it entirely and literally reinvent the entire thing, if you want?" level. Expecting every game to be a LEGO set isn't a fair standard.
And I never mentioned anything about guarantees. Any kitbashing of any kind is and always will be in large part a work of trial and error, even with systems that by their design make such things easier to do.
But your argument hinges on that being the difference--that the "easier to do" systems make it a walk in the park. But it isn't. In my experience, it's actually a lot
harder with these allegedly-"easier" games, because they'll fight you tooth and nail in the testing phase. Since you
cannot easily see the connections that are still there, you'll miss them over and over and over again, and may only find a serious problem months (or even years!) after you thought you'd squished them all.
Agreed that you can see the problems, and there's loads of 'em. All that does is strongly discourage doing anything to the rules, which is doubtless just what the designers want but maybe not what every table wants.
You're going to have to defend that claim, because I don't buy it. Being able to see where things go wrong
before you get started is fundamentally
encouraging, IMO and IME, because it means you know you'll avoid the bazillions of false starts you'd have to endure in a system where you have no bloody clue whether what you're doing is even remotely going to work.
Like...your argument is literally saying that you're more encouraged to walk across a field with 95% of the hazards carefully labelled, than you are to walk across a field that has no labels whatsoever and which is filled with invisible land mines. I dunno about you, but I'm a
hell of a lot more confident walking across a field that has the vast majority of the major hazards already labelled. Doesn't mean it's guaranteed safe--a few hazards might've been missed or overlooked--but you're going to have a MUCH easier time crossing that field than the one where literally every step could have a landmine and you won't know until it explodes!
Again, comes back to trial and error.
Or, to be more accurate, random guessing-and-checking, hoping you eventually stumble upon a workable solution.
There are better ways to navigate a minefield than sending soldiers across it until they've stepped on almost all of the mines. Someone giving you a map of where most of the mines are known to be is not
discouraging you from navigating that field. They're
helping you--rather a lot, actually. By knowing where
most of the mines are, you can focus on walking where they
aren't--or you can try your hand at defusing them, forearmed with the awareness that you're doing something risky.
The advantage we have today over 45 years ago is the ability to go online and fairly quickly find what others have tried, along with some general outcomes of those trials, meaning there's a lot less wheel-reinvention required.
Less, sure. I'm not certain about a lot less.
Even if I grant that, it applies just as much to the minefield that you've got a map that shows the locations of most (but not all) of the mines.