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But the tradeoff is that it could potentially cause a lot of arguments if the player's vision of his/her character is different from the DM's vision.
It also puts a lot of pressure on your class choice and what that supposedly entails. I suspect you end up saying something like "but I'm a Ranger!" pretty frequently, and so on.
This may simply be a taste thing, but I am from the "classes are abstract and do not (necessarily) embody your character concept" school of things. I'm less concerned about DM fuckery than Bhu is -- I believe I have more positive experiences than his -- but I do greatly prefer a system that empowers the player to try and realize the character he or she has in mind rather than beseeching their DM to make it happen.
Well, class features are intact--Rangers still have tracking and pathfinding boosts, for instance. Just because you can't run off the deep end of the skill system (hello, mile-long jumps) and get quantifiable results from that, doesn't mean you can't build to a goal.
Don't straw man me, here. You're taking things out of context by responding to a response to a response.
The system, as explained to me, has bonuses that are quite small compared to the d20 roll itself. So, you end up with something very swingy. So, you end up with a situation where not infrequently Gimli rolls well and spots the tracks while Aragorn doesn't. Which doesn't make sense from a gameplay or storytelling perspective. If this was a very low probability event (e.g., Gimli rolls a 20 while Aragorn rolls a 1), then nobody should care. But, if Aragorn's supreme tracking ability is cashed out as a net +4 bonus over Gimli, then there's something odd going on. Barring some mechanic like taking 10 or Advantage to rescue it.
Although it's still odd to think of, e.g., Aragorn being only 20% better at tracking than Gimli. So, a generalized concern about modest bonuses relative to the RNG, barring some other set of mechanics that haven't been brought to my attention.
The proposal I was actually responding to was the one mentioned Linklord's that DCs would be calibrated essentially to character class. I thought this was a bad idea since it essentially embeds in each class hidden class features (e.g., "good at ranging," "agile") that, if anything, should be made explicit. There's Bhu's consideration -- namely that this is breeding unnecessary player/DM conflict. And, I was arguing that it hamstrings players to make the character that they actually want to make by virtue of those class features being hidden.
That being said, Raineh's comments are a bit orthogonal to my concern. I presume that there's a guideline for what's an Easy, Hard, etc. check. So, there are something of set DCs (this lock is super hard, this one is a rusty cheap piece of junk). The thing I was concerned about is the RNG swamping anything on your character sheet.