I had previously listed one of those things that prevent confidence as not being able to know the mind of the DM. Having the same DM, Players, and Campaign over a span of decades would certainly lessen that problem. It has not, however been my game experience, and it's IMHO not something the system itself should assume or require.
'Gaming the DM' is perhaps the most potent form of powergaming there is. Game with the same people for decades and the pendulum could swing back and forth between players having the DM's number (and 'acting with confidence' because they know exactly which plot hooks to go for, which to be careful around, and which to avoid, how to declare their actions to assure success, etc etc, etc), the the DM getting wise and throwing them curves for a while...
And, yes, a game - like D&D - that absolutely requires a DM - can safely assume/require a good enough one, if only in the sense that bad play experiences are the DM's fault.
When I started reading this thread, I thought it was pretty obvious what [MENTION=82555]the[/MENTION]causaloblivion was looking for out of the game, and why that was being looked for, and why there might be concerns that 5e won't deliver it as reliably as 4e might have. (I can't comment on how obvious the 3E contrast is, as I don't have much 3E experience or expertise.)
He came right out and owned the 'powergamer' label. And, yes, 3e is beyond ideal for the dedicated optimizer/powergamer. It is choice-rich in the extreme, enthusiastically paying the price in complexity to provide all those choices, and provides lavish 'rewards for system mastery.'
In the current phase of the thread there continues to be the undertone that renouncing mechanical power is a virtue in a player
A virtue of necessity, perhaps?
as well as the newly-emerging idea that it is the GM's job to "telegraph" to players how they ought to tackle an encounter.
Always a good idea to some degree in a status-quo 'sandbox' style.
This all reminds me very much of both the advice found in, and many of my experiences with, 2nd ed AD&D. It seems a long way both from what Gygax describes in his DMG and PHB.
I'm more familiar with 1e advice than 2e, not recalling 2e being all that different. The idea, though, that the DM should set himself above the players both in imaginary authority over the world and, particularly, in rules-knowledge and 'player skill,' seems to be what he was getting at, and 5e strikes me as compatible with that philosophy, though with overruling the rules taking the pace of maintaining a mastery 'lead.'
I think there is also a side-issue in this thread, namely, what happens if the mechanics of the system break down so that the GM cannot frame challenges with mechanical reliability?
If? In that case, the DM overrules the mechanics to get the desired results.
I gather that this is a recurring problem with 3E. In my experience it is an issue with AD&D above name-level (and the standard response is to shut down many spells - as per Isle of the Ape, Q1 etc).
Yes, more so than you can probably easily imagine, and Yes, of course. And gotchyas, musn't sell gotchyas short for keeping AD&D challenging.
In 4e I have found it to be an issue for knowledge skills at epic tier if a player takes the Sage of Ages epic destiny.
Though a player did take Sage of Ages in one Epic mini-campaign I ran, I can't say I noticed the issue. Then again, failing knowledge skill has never struck me as terribly helpful/important, I quite like that in 5e I can just forgo any such pointless randomness and just deliver the desired exposition via the character with the best skill as a matter of course.
This is essentially a system issue, not a player issue. If certain mechanical elements are known to be broken in advance the best answer is to rework them or drop them from the game.
Only if you're going to run with the system open and above board. If you can overrule it at whim, you can deal with such 'broken' bits case-by-case, as best fits your campaign at the moment. So if the fighter with Sharpshooter is wildy under-peforming at some range of levels, you can back off on countering the effectiveness of his feat and let him have a few moments in the sun, for instance.
(Broken-ness can be in terms of underpower as well as overpower, too. The ancestral shortsword or weapon-renouncing monk might be examples.)
You can always do stuff to build them up. The weapon renouncing monk's party faces the occasional rust monster. The ancestral shortsword is possessed by an ancestral spirit and gains slowly-increasing magical properties.
I'm seeing a lot of talk about DM "latitude" and I'm getting the impression that this is pretty important, but I think I must have missed the definition in the thread somewhere. Could someone clarify?
5e has opportunities for the DM to make ruling notwithstanding the rules built-in right down to its most basic resolution system.