I'm A Banana
Potassium-Rich
D'karr said:By making the labels separate from the actual language construct you can eliminate a good deal of these issues. You can also take the time to use the examples to show how it works as a "free descriptor" system.
Yeah, but then you get all jargon-y and weird fast.
To me, a better idea is to say, "Knocking something prone means knocking it down," and if you try this on an ooze, the rules are basically like, "Well, DM, what do YOU think happens?"
A DM who wants more instruction can make or adapt a rule ("Oozes cannot be knocked prone!" or "Oozes can be knocked 'prone' just fine, it's not literal."), and that doesn't scuttle the game.
A DM who is more freewheeling might make up whatever makes the story more interesting on the spot ("Your leg sweep doesn't knock the gelatinous cube prone, but it does knock the thing about 5 feet from where it was. Go ahead and slide it.").
Either way, all the rules say is that knocking something prone means knocking it over. This action creates an effect in the story. What effect it has in mechanics in cases when it's not obvious is why we have DMs.