The OP keeps quoting "Rulings, not Rules". In the words of the inestimable Inigo Montoya, I do not think that means what you think it means.
Rulings are for situation where the rules don't cover a given situation. The early days of Chainmail, Basic & Expert, and 1st Ed left a lot of room for the DM to decide what was what. The phrase is intended to keep the game fun and keep it moving, instead of bickering over which rule applied in the situation.
From the 5e DMG: The D&D rules help you and the other players have a good time, but the rules aren't in charge. You're the DM, and you are in charge of the game. That said, your goal isn't to slaughter the adventurers but to create a campaign world that revolves around their actions and decisions, and to keep your players coming back for more!
Yes, you're the DM, and you decide how the rules apply. But if you're ruling via inviolate fiat, I doubt your players will be coming back for more.
Rulings are for situation where the rules don't cover a given situation. The early days of Chainmail, Basic & Expert, and 1st Ed left a lot of room for the DM to decide what was what. The phrase is intended to keep the game fun and keep it moving, instead of bickering over which rule applied in the situation.
From the 5e DMG: The D&D rules help you and the other players have a good time, but the rules aren't in charge. You're the DM, and you are in charge of the game. That said, your goal isn't to slaughter the adventurers but to create a campaign world that revolves around their actions and decisions, and to keep your players coming back for more!
Yes, you're the DM, and you decide how the rules apply. But if you're ruling via inviolate fiat, I doubt your players will be coming back for more.