The laws of the universe are immutable for the characters. They are obviously mutable for the DM. Basically, I believe [MENTION=27160]Balesir[/MENTION] is saying to have the characters test, make some rolls based on the test they're framed, and have the results feed into the character's and player's knowledge of the way magic works.
Spot on, and well put - thanks!
That's more like a fairy tale than a fantasy world. I guess there might be some people who are into that, but it's not something that D&D has ever tried to do. None of the established settings work that way. That's not to say you couldn't do that in D&D, but there's no reason to expect that anyone would, or that it would reflect the experiences of anyone who has played D&D in the past.
Um,
Glorantha. One of the oldest 3(?) published roleplaying worlds, after Empire of the Petal Throne and City State of the Invincible Overlord and before Greyhawk, was and still is based firmly on myth rather than anything recognisable as science.
Such is the role of the DM, and a good example of that is in the description of HP loss. As pointed out in 5E, different DMs like to describe HP loss differently, mostly based on what makes sense to them on what's going on in the narrative; it creates a very different tone for the game, when the DM describes an arrow which digs into your back (-5 HP, no penalties) vs one that you narrowly dodge (-5 HP, no penalties). When you agree to let one person run the game, you agree that his or her aesthetic will shape much of the world.
That might be a problem for some, but it's not for me. Because I quite deliberately don't describe what hit points mean in the D&D I run; it's none of my business how players imagine the world. I tell them what the rules are, they have to imagine the world such that those rules are true. How they choose to do that is up to them. As long as we all agree that, at 0 hit points, you hit the deck, and before that you have no penalties, the imagined state of a creature that has lost some but not all of its hit points is arbitrary. Everyone may imagine it as they see fit - provided they don't try to claim that the rules should change based on how they imagine it. That particular road is one way.
Emphasis mine. If you try to detail a world in this manner, you get a world where the laws of physics are literally determined by playing dice.
No, you get a world where the laws of nature are what they are - the dice just reveal what they might be as explored by a series of tests the characters decide to run.
(I could add a dig about quantum mechanics, here, but actually that arises more from the lack of individuality of subatomic particles rather than stochastic divergence, as such, so it doesn't entirely count).
The laws of physics cannot possibly work that way. The real laws of physics - even in a fantasy world - must be true regardless of your belief in them (barring extreme circumstances where they actually are shaped by your belief, but that's a degenerate case). Sometimes, the correct answer of someone who does everything right must be that an idea is wrong. Most science goes toward disproving theories.
Others have already pointed out that the first part of this is not a sound argument because its premises are not necessarily true, but more generally it doesn't make any difference to what I'm suggesting. The dice reveal whether or not the hypothesis is true, is what I'm suggesting. I maintain that this is a perfectly functional and rational way to play. The game world has fixed natural laws, sure - but nothing says that one person should get to be the arbiter of them all, or even that they should be all fixed prior to play.
For any roleplaying
game world, the rules are what define the world. If those rules include randomisers, them chance plays a part in the natural laws, but that doesn't mean the world itself is random. Consider a roll to hit in melee - a commonplace in most RPGs. Does the fact that we roll dice for this mean that combat is genuinely random? That, if we were to look in detail at every move and counter-move, we could not explain everything in terms of circumstances, actions of the combatants and natural laws of motion? I would suggest that we still think of the combat as being decided by the individual small events, circumstances and actions that happen in it - and yet we roll dice to decide the outcome. Just because we roll dice does not mean that the game world is literally composed of chaotic randomness (although it
might be...). Why should not the same apply to questions of the underlying, arcane nature of magic?