Ahnehnois
First Post
Assuming your DM is completely passive, you are correct correct.That is just wrong.
Assuming your DM immediately bans anything that seems unreasonable, and possibly more, this is not correct. Open-ended rules let DMs do more, and balance is a DM's job. Interpreting the vague aspects of character abilities more generously for newbies/shy people/less skilled players is one common way of creating balance.
Explicit rules give you a target. They encourage system mastery and powergaming (which are a mixed bag of course). The more explicit the rules, the more clearly right or wrong choices are, and the more explicitly better some characters are than others.Explicit rules means that skilled players can no longer do that.
That's why some people didn't like it.That's why 3e closed so many of those holes that existed in AD&D spells and abilities.
And to bring it back around, this is probably true to a modest extent. However, good DMs and players discourage those things to the point of exclusion, removing the problem. You can't (and shouldn't try to) legislate away an individual's freedom to behave badly. Such individuals (rules lawyers, compulsive arguers) simply need to 1. build a mutually trusting relationship with the DM, 2. shut up, or 3. leave. Regardless of what rules you use, this will never change. So, to the point, player disposition always outweighs rules, and DMing is a leadership position that requires many non-D&D skills.Sure, open ended might encourage creativity, but, IME, it encourages rules lawyering and endless table arguments about interpretations.
Also, encouraging creativity isn't some trivial side effect. The entire point of this game is creativity; it's about making stuff up.
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