I get where you're coming from, but the flipside is that these changes happened for a reason: players like rolling dice.
I started playing during the tail end of AD&D, and let met tell you: the complaints about railroading GMs were already there and they were fierce. When 3e dropped, I saw a lot of people over the moon because the system made it a lot simpler to understand what your character could do and what their bonuses were, and shitty GMs couldn't just tell you "no, you can't do that" just because whatever you were trying to do would unravel his encounter/mystery and the GM didn't want to improvise a solution. The skill list was on the character sheet itself, and that was considered revolutionary. And as time went on, more and more things were implemented for the sake of "player agency", because while GMs are vital to the game, players are still the majority of people actually buying the product. This all happened because it was successful, and no one could see what was on the other side of that hill.
I'll grant you, I'm not a GM. I've done one-shots and demo games and I help our GM come up with ideas and crunch numbers, but I'm not the guy running the show. So maybe it does feel more annoying on the other side of the DM screen. But as a player, I like having a decent idea of how good my character is at doing something. I like knowing at least part of the odds whenever I declare an action expecting the GM to tell me to roll for it. And in my role as someone who has introduced a lot of people to the hobby over the years, I always make sure to tell people to tell the GM what their character is doing, if there's any rolling to be done the GM will tell you. But not everyone was given a solid introduction to the game.
A lot of GMs play by the dice and the dice alone, demanding skill checks for every action, because that's how they think the game is played. Are those shitty GMs? I'd say so. Could the books do a better job of explaining the role of the GM? Probably. But times have changed and so has the average new player. Attention spans are stupidly short. 20 years ago I was already complaining that no one read the damn PHB properly because I kept having to explain how Power Attack worked. These days I'm overjoyed to see someone reading through five paragraphs on a rulebook without whipping out their cell phone. Yes, I'm aware that this makes me the most boomerific of boomers in the whole of boomerland, but on the bright side I know to treasure even a very young player so long as they're not completely lost to ADHD and social media.
I think you're assuming I'm making an argument I'm not:
I am not against skills. I generally like skills.
And I definitely accept them as a necessary evil in most RPGs. Yes, in a perfect system skills shouldn't be needed. But reality is imperfect. Your character is there but you are not there. You often don't even have an actual picture of what where you are looks like, and skills balance out how characters interact with the world since you can't use your actual senses.
What I am saying is that 3.x especially (and maybe 2e; I have only read through 2e's combat system mostly so I'm not sure) players had skills but were encouraged to actively use them, and say how they were using them descriptively (and to accept the GM saying "You can't use X skill, that should be Y" provided it didn't completely fly in the face of the rules.). The 5e crowd just wants to say "I use skill" and roll, and often don't even want that. They want the GM to tell them the skill roll they should make. (Like Matt Mercer does!)
I
like letting skills determine odds of success and failure, and in fact I really like when results for skill rolls are not just success/failure but gradients. I dislike the mini-max aspect you see in 3.5/PF for skill assignment. I really felt like 4 was the sweet spot in generation: other than racial bonuses, it was "Trained or Untrained?" and maybe a +3 from focus if someone felt like burning a feat. I wouldn't have minded a little more granularity based on INT, but the last thing we need is another spergy subsystem. (The 4e
implementation was sort of fucky because they used a lot of scaling DCs per level against things that shouldn't scale, but also didn't give good flat DC matrixes for things outside of swimming, but that's outside of the scope of what we're talking about here)
Sort of in the same vein, I do like what 4e/5e does with passive skills and helping players catch things they might miss from a gameplay perspective. It was a reward for players balancing their skills.
But players were encouraged to think about how they'd USE those skills.
For example, if the secret passage has a 25 Perception DC and you roll a 25... ok cool, I'll tell you about the secret door.
But if you mention looking in the corner, depending on your skills and the door, I will give you a minimum of your deserved +2 and might just give you an autosuccess.
5e, and again the player base doesn't help, just want to walk in roll the skill (or just as often be told what skill they need to roll without describing what they want to do) and see if they succeed or fail. Well, that's not really true; really they just want to win. They don't want to failure, but they want to feel like they could. (which is the primary issue with a Theater Major and new crop of wokes shitting up the hobby.)
Players like rolling dice, but maybe its just the new players, or maybe it 5e, but from my experience 5e players don't like accepting the consequences of that dice roll.
Regarding rolls for every check, I did that early in my GM career until I realized the "you have a 5% chance of forgetting how to breathe".
So now, in addition to getting rid of Autosuccess and Autofailure for skills, I think "A) What are the consequences of this check failing or succeeding and B) What are the odds of them being able to do it?" If there's no big chances from success or failure on a check, I'm liable to either auto succeed or ask for a skill roll to see how well they succeeded. If they're likely to do in anyway, I'll say do it. If its improbable that its impossible, I just say that it is and generally say their experience as an adventure tells them that won't work.
4e/5e passive skills are nice because they give a handy meter for where the auto-success line should be.
Using the earlier secret passage example, players can see anything in plain view. If they want to open shit, I make them tell me what they open ("everything" is an acceptable answer) because some it might be trapped.
For stealth, I've moved to "Roll once when you might fuck up your stealth. As long as you don't do anything less stealthy than that, that's your stealth score. You don't like the roll, I'll usually give you a mechanism make another check that'll depend on the circumstances". Because Stealth has a real Gambler's Ruin problem attached.
And you're right about attention spans. That's definitely a factor too.
I feel like if all you wanted was to improv and do funny voices you could just RP real time and wouldn't need the challenge element from game mechanics. There's no right or wrong in freestyle improv but in a game you should be able to fuck up, do something wrong and die.
Dunno. I think is more that they are too far up their own asses with the politics of it and want to screen people who think alike. Most people would be pretty straightforward with their briefs but wokes have agendas and want to make sure you get that.
There are two reasons.
Firstly, Pure Narrative games don't have name-brand recognition of D&D or even Pathfinder. And that's what a Theater Major really wants, is ass pats and social status and be cool for an audience. And the reason they don't is because without a good resolution mechanics, you're 5 years old in the sandbox saying "Nuh uh!" "Yes uh!" until someone gives in or starts crying. I mean, you should be be in a room filled with actual theater people playing a narrative game with no audience.
The second is that as I told Corn Flake above, they don't want to fail, they just want FEEL like they could fail so they feel good when they succeed. They want that nail biter scene but know that the hero (them) is going to for-sure win. Combine this with people not knowing how to do fucking basic math anymore, and you've got the recipe for them getting really mad when they don't succeed their skill roll.
I like the general rule in Maze Rats for dangerous rolls which is 10+ on a 2d6. No bonuses, the best you get is roll three and keep 2. Everything else is autosuccess of impossible. It makes both players and GMs realize how shitty the odds are and only call for a roll in cases that need it. (I feel the RAW is a bit ague and too general, but it works with the system's goals). 5e just seems to get players primed for only winning.
Regarding the mission statement PDFs, I'll solve the riddle for you.
They are evangelicals spreading the word of Social Justice the Redeemer. Everyone needs to hear Social Justice's the message of universal love and acceptance, lest wicked plans of White Cishet Male to corrupt the minds of everyone and plunge people into the darkness of racism and sexism and trans*/homophobia. Please donate generously to save your
soul twitter account from damnation.
They are Jesus Freaks but because Christianity is uncool their Jesus is Tranny Rights.
(They looked into Islam, but what they read they had to double think their way into forgetting right away lest they become islamophobic)
My favorite are those "I walk in room and use perception" people because 75% of the time I just tell people exactly what's in the room anyways. Unless it's dark or there is something. People are used to DMs guarding every little thing as a secret. I've ran games on roll20 where players have tried to "warn" me that they can see enemy HP or my rolls. I've even been "called out" for letting players kill enemies when say, they did 8 damage and it had 10 HP. It's just some shit bug monster ambush that's almost over, who cares if I just let you wrap it up after 4 turns instead of 6?
I had a quote from a GM I heard that I like that went something to tune of
"We are playing pretend. Nothing that happens in the game really matters. The only thing that really matters is the decisions your players make and the consequences of their decisions. When you fudge rolls, you remove that small level of meaning from the game of pretend, so you should never fudge rolls. And when you do fudge your rolls, don't tell your players you did".
There's a level of RAW Dice-slave and then there is a "why are we even bothering to roll dice?", and there's the ideal balance inbetween.
If an enemy is almost dead, I'll think about what the consequences of wrapping the fight up early. If it doesn't matter, I'll just wrap it up. If it does matter, I'll look at the numbers and I've told the fighter before "This monster probably is going to die in two rounds, its not going to attack anyone other than you. If you want to let it make two attacks on you, we'll say its dead and move on"
I do feel like players need to calm the fuck down and try to enjoy the game, whatever it is.
Solid Agree here. Calm down and accept it or leave and find a new game. People have fun in different ways.