If you want to run an open ended improv session and say it's "tabletop roleplaying" knock yourself out. But that isn't D20 play (by definition), and when it all ends in tears and bad feelings because your "feelings" weren't validated and the DM was "unfair" don't come crying to me about it.
Either you're playing the game or you aren't.
If you want to occasionally give the player a bonus for performance that's fine. But once the taste of the GM directly drives the outcome the game will inevitably become constant rounds of "Cards Against Humanity" with the GM picking winners every single time.
@osgamer74 I'd describe ttrpg rules more as "foundational". They create a shared context for defining and resolving conflicts for the player between the GM, the defined world, and other players.
I spent over a year trying to develop a “story game” system for campaign style play. What I learned is that it's impossible to create a ruleset that will consistently be able to generate deep dramatic experiences for the average player at a table. The hallmark of a great story lies in its conclusion. Without that, you're back to generating a series of long, ongoing, combat focused encounters. And the more you offer tools and rules to control narrative the more fresh, consistent content your players must provide to continue to make "storytelling" work. And once you have found a group capable of doing all that, what you are built is not a playgroup, but a band. And then you’ll just be playing a few favorite hits over and over. The most deeply narratively consistent thing you'll be able to generate is a concept album.
So, in response to the conversation @movieguyjon and @WithNightDanger , and after some really good ongoing conversations with @MythicMLand , here's some of my thoughts on storygaming.
@Gingerblast@6p28318 That depend on the system and the ability design.
Well designer classes should enhance roleplay through actions taken.
That may be challenging to do well sometimes but it should always be the goal.
Every time you introduce a rule that requires the player to manipulate a mechanic in combat, remember that you might be taking them away from the thing that got them to the table in the first place - the other people around the table.