Pickles JG
First Post
Where I see the ambiguity as in fact an encouragement to creativity. If a spell description clearly states "casting this spell gives effect x no matter what" then nobody is ever going to think about casting it to try and get effect y. And while this makes it simpler for all involved, it also makes it a whole lot duller.
Creativity and social apt-ness are not linked.
And the DM can always say "no". What's more important - vitally important - is that the DM be consistent, that if something is allowed to work a certain way one time then it can work that way any other time the same circumstances arise.
I tend to feel the opposite. Creativity leads to players finding one powerful use for their spell then consistent application of a ruling leads to them spamming the heck out of it. If creating water in people's lungs is so effective then why bother with fireballs et al?
The social aptness comes from more assertive players bullying cajoling & wheedling DMs into letting them use their clever but horribly disproportionate spell uses. They are no more likely to have good ideas but they are more likely to get them utilised. "
OTOH pernickity rules lawyering can undermine more "rule of rule" based systems if they are not well drafted & is more likely to encourage that sort of play.
& FWIW I am running WFRP with all the PCS as wizards with "this is your school of magic you can attempt to cast any spells you can think of that fit the flavour" but the players are not embracing it as much as I hoped & I am not bound by precedent - WFRP magic is kind of chaotic anyway.