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<blockquote data-quote="Gadget" data-source="post: 7479424" data-attributes="member: 23716"><p>IIRC, that specific restriction was not there in AD&D. And those were just a couple of examples that come to mind as being brought up back in the day. 5e has gone more towards the AD&D spectrum of DM rulings over rules, and while this is not necessarily a good or bad thing, it just comes with its own set of issues. </p><p></p><p>The point being that, back in the day, there was a lot of arguing about fantasy physics & process sim to get more out of a rule or spell than was perhaps warranted. Some of this was encouraged by the rules themselves, but many instances turned into a game of seeing what the local barracks room lawyer could brow beat out his DM with psudo-physics, simulationism, and whatever he saw on McGyver last night. </p><p></p><p>Personally, I'm not a huge fan of such game play, and I try to follow the "bag of rats" ruling that became a popular in 4e: that the DM should not allow extreme corner cases of rules loopholes and logic parsing to get more out of the rules. And that the rules should not have to deal with all these extreme (and sometimes silly) corner cases. Now I'm not accusing this as being a 'bag of rats' scenario, and you have rightfully called out my examples as silly. But I do see it as a step in that direction.</p><p></p><p>I find it helpful determine what the player is trying to accomplish with the spell: does the effect make sense, is it easy to adjudicate, etc, and is the effect overriding or assuming the powers of another similar spell or ability? If it is unique to just the unusual situation the PC's are in, then I am much more likely to go along with it. If it is just a continuing source of more damage, then that is a concern, as this seems to be be doing much the same thing that Flame Arrows is doing at a level higher.</p></blockquote><p></p>
[QUOTE="Gadget, post: 7479424, member: 23716"] IIRC, that specific restriction was not there in AD&D. And those were just a couple of examples that come to mind as being brought up back in the day. 5e has gone more towards the AD&D spectrum of DM rulings over rules, and while this is not necessarily a good or bad thing, it just comes with its own set of issues. The point being that, back in the day, there was a lot of arguing about fantasy physics & process sim to get more out of a rule or spell than was perhaps warranted. Some of this was encouraged by the rules themselves, but many instances turned into a game of seeing what the local barracks room lawyer could brow beat out his DM with psudo-physics, simulationism, and whatever he saw on McGyver last night. Personally, I'm not a huge fan of such game play, and I try to follow the "bag of rats" ruling that became a popular in 4e: that the DM should not allow extreme corner cases of rules loopholes and logic parsing to get more out of the rules. And that the rules should not have to deal with all these extreme (and sometimes silly) corner cases. Now I'm not accusing this as being a 'bag of rats' scenario, and you have rightfully called out my examples as silly. But I do see it as a step in that direction. I find it helpful determine what the player is trying to accomplish with the spell: does the effect make sense, is it easy to adjudicate, etc, and is the effect overriding or assuming the powers of another similar spell or ability? If it is unique to just the unusual situation the PC's are in, then I am much more likely to go along with it. If it is just a continuing source of more damage, then that is a concern, as this seems to be be doing much the same thing that Flame Arrows is doing at a level higher. [/QUOTE]
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