It isn't just about Organized Play, however. The OP manager, Chris Tulach, isn't any better than answering these rules questions than anyone else is. He can ask R&D, but they'd be the ones who understand the rules well enough to decide what the rule intended and what the best rule should be.
In addition to that, if a concern is brought up in OP, you can be sure that concern has occurred to at least one(likely MANY) DMs who aren't in OP.
There are many DMs who would like to have a solid answer to their questions without having to make things up themselves. SNIP.
I don't want a consistent experience "across tables." RPGs are about the people. If the campaign isn't heavily influenced by both the DM and the people playing it--in major ways--something's gone wrong, IMO.
Yes, there's a minimum level of clarity to strive for. The basic skeleton of the rules should be solid. But beyond that, I'm prefer DM interpretation to any attempt at codifying the corner cases.
So you think Mearls is wrong because the ambiguous rules don't "let" the DM decide, they "make" him decide. Whereas clearer writing would "let" the DM decide. Is that right?
Maybe.
I think clearer, simpler wording that said "you need to be concealed, and if there's doubt make a Perception check (passive or active as appropriate to the perception rules)" would make it clear that fictional positioning is key. And the norm in D&D is that the GM resolves disputes over fictional positioning. (This wording would also allow modular variation, though - eg a group could use "plot points" that let a player declare the fictional positioning for a particular hiding effort.)
Whereas a whole lot of technical wording that is ambiguous I think creates a misleading impression of a bit of a mess that the GM has to sort out.
So you think Mearls is wrong because the ambiguous rules don't "let" the DM decide, they "make" him decide. Whereas clearer writing would "let" the DM decide.
Not really. "Clear wording is better than unclear wording, and both can let the DM decide, and therefore Mearls is wrong when he says unclear wording lets the DM decide" isn't a cohesive argument, as I'm sure you can appreciate. If you aren't 100% behind the restatement I offered upthread, then I'm still confused.Maybe.
I think clearer, simpler wording that said "you need to be concealed, and if there's doubt make a Perception check (passive or active as appropriate to the perception rules)" would make it clear that fictional positioning is key. And the norm in D&D is that the GM resolves disputes over fictional positioning. (This wording would also allow modular variation, though - eg a group could use "plot points" that let a player declare the fictional positioning for a particular hiding effort.)
Whereas a whole lot of technical wording that is ambiguous I think creates a misleading impression of a bit of a mess that the GM has to sort out.
Am I making sense?
It seems to me 5e DM judgment call rules like hiding mean the system is going to favour home groups to achieve consistency. Its not going to work very well in organised play if you are rotating DMs. That is a trade off I am personally glad was made, since I play home games almost exclusively, and I feel a bit of rules tinkering/interpretation around a table means you all get the game you want. Everyone wins.
Well ....Everyone except organised play players. I can see why it will annoy organised play players. With 5e, if you're going organised play, players will just have to accept that 5e comes with a degree of DM rulings which you wont be able to influence very much... and if that bothers you, or is important to your character, the answer is dont make a PC based around flexible rules such as hiding. Make another character which relies less on DM judgment calls.
Maybe.
I think clearer, simpler wording that said "you need to be concealed, and if there's doubt make a Perception check (passive or active as appropriate to the perception rules)" would make it clear that fictional positioning is key. And the norm in D&D is that the GM resolves disputes over fictional positioning. (This wording would also allow modular variation, though - eg a group could use "plot points" that let a player declare the fictional positioning for a particular hiding effort.)
Whereas a whole lot of technical wording that is ambiguous I think creates a misleading impression of a bit of a mess that the GM has to sort out.
Am I making sense?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.