My own view is that this isn't true. Solid action resolution mechanics don't have to be the enemy of the GM. Nor do solid PC build mechanics. There are games in which the role and power of the GM is clearly expressed - say Runequest, or Burning Wheel, or Rolemaster, or HeroWars/Quest - in which the action resolution mechanics are clear, and the PC build mechanics are (i) clear and (ii) in the players' hands.
If solid mechanics are mucking up the RPG experience, in my view that's not a sign that there's too many mechanics, or too much player power. It tells me that they're bad mechanics.
Maybe. However, what if, after analysis, you find that the thing that made them bad mechanics was that they too narrowly defined game, gave the players too much explicit control, and there were far too many of them? That's the case I think the designers believe themselves in.
info page said:
"With fourth edition, there was a huge focus on mechanics. The story was still there, but a lot of our customers were having trouble getting to it. In some ways, it was like we told people, ‘The right way to play guitar is to play thrash metal,’ But there’s other ways to play guitar.” -
Mike Mearls.
I'll withhold judgement on your examples, having not played them. However, I don't think that "solid" is the question. Or at least, we operate with different definitions of "solid", in this case. I believe that the
rigidity of those mechanics is the big question. When you pile on descriptor after descriptor, you define the play experience. This can be overdone, especially in a game like D&D with all its attendant mechanical baggage. Hence the "thrash metal" quote.
Consider the more narrative rpgs. Many of which have very defined, solid, mechanics that tell you very clearly whether you succeeded or failed. Many of which also have perfect numerical character balance. Several even operate without GMs at all. Very few of them actually define for you precisely "how" you succeed or fail.
The problem is...none of those game use mechanical baggage like HP, AC, Vancian magic, Classes, etc. They all start with the presumption that the mechanics will be simulating a story, so things like
Narrative Causality often work and are more important than simulating a "realistic" combat. That is to say, they start as story games, not war games that turned into story games. Of course, what story you tell is very flexible (at least in most of them).
That's a big gap for the designer's to bridge. I'm curious to see how and how well they bridge it. Its not impossible, there's a few mind-bending games out there that use new-school mechanics to simulate old-school feel, so who knows?
Oh, and just to be clear: There's nothing inherently right or wrong about liking any of these types of play. If you like 4e's "thrash metal", that's fine. However, that doesn't mean that that's best for the brand and continuation of the game/culture or WOTC's profitability and bottom line. Obviously, narrative games aren't taking off in a really big way, so I'm not looking to see a whole mess of narrative stuff injected into 5e.
