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Sage Advice Compendium Update 1/30/2019
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<blockquote data-quote="epithet" data-source="post: 7564950" data-attributes="member: 6796566"><p>I do care how the rules say to resolve something, certainly. Your group comes together to play a particular game, and you should generally follow the rules of that game unless you agree to modifications of them. What I'm saying is that in circumstances where there is ambiguity, I will choose the reasonable interpretation that is flexible and in accordance with the fiction over a gamist interpretation that imposes arbitrary restrictions. I'm of the opinion that, among the reasonable ways to read and interpret the rules presently being discussed, Jeremy Crawford has chosen the worst. He is prioritising consistency, and trying to make sure that his interpretation can be applied to every rule the same way, but while I see the reason someone in his position would feel the need to do that I fundamentally disagree with that approach. Screw consistency; the right way to read and interpret a rule might not be the same from one group to the next, or one combat to the next, and certainly not from one page of the rules to the next. Flexibility is the reason you have a Dungeon Master instead of a choose-your-own-adventure book, and to discount that (as I feel Crawford has done) is a disservice to those DMs who look to him for guidance in the Sage Advice publication.</p><p></p><p>What you say about a featless game is certainly true. Now, consider the fact that the feat is intended to add something of significance, to empower your character in some way. To take the feat, you are giving up two stat points, which translates to +1 to hit and damage and +1 to your saves and ability checks for the stat. By taking a feat you are refining and defining your character, foregoing that strong general benefit for one that is more specific but potentially more powerful. Given that, as you say, the ability to shove and attack is already established in the rules and the fiction, don't you agree that the feat should enhance that ability rather than arbitrarily complicate it?</p></blockquote><p></p>
[QUOTE="epithet, post: 7564950, member: 6796566"] I do care how the rules say to resolve something, certainly. Your group comes together to play a particular game, and you should generally follow the rules of that game unless you agree to modifications of them. What I'm saying is that in circumstances where there is ambiguity, I will choose the reasonable interpretation that is flexible and in accordance with the fiction over a gamist interpretation that imposes arbitrary restrictions. I'm of the opinion that, among the reasonable ways to read and interpret the rules presently being discussed, Jeremy Crawford has chosen the worst. He is prioritising consistency, and trying to make sure that his interpretation can be applied to every rule the same way, but while I see the reason someone in his position would feel the need to do that I fundamentally disagree with that approach. Screw consistency; the right way to read and interpret a rule might not be the same from one group to the next, or one combat to the next, and certainly not from one page of the rules to the next. Flexibility is the reason you have a Dungeon Master instead of a choose-your-own-adventure book, and to discount that (as I feel Crawford has done) is a disservice to those DMs who look to him for guidance in the Sage Advice publication. What you say about a featless game is certainly true. Now, consider the fact that the feat is intended to add something of significance, to empower your character in some way. To take the feat, you are giving up two stat points, which translates to +1 to hit and damage and +1 to your saves and ability checks for the stat. By taking a feat you are refining and defining your character, foregoing that strong general benefit for one that is more specific but potentially more powerful. Given that, as you say, the ability to shove and attack is already established in the rules and the fiction, don't you agree that the feat should enhance that ability rather than arbitrarily complicate it? [/QUOTE]
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