Show me the override in Charm Person that cannot be similarly explained away as only applying to non-PCs because the Roleplaying Rule shields the PCs.
If it fails the saving throw,
it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The
Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was
Charmed by you.
The bold part. "Charmed" is an actual condition, and cannot be confused for 'guidance' or flavor text.
I don't believe there is any similar thing for an action declaration that is resolved with an attribute(skill) roll.
This is the crux. If you aren't privileging the Roleplaying Rule, then the argument falters. And the privilege of the Roleplaying Rule is based on an assumption made to specifically privilege the Roleplaying Rule. We don't see this argument formed elsewhere, and in fact this very privileging of the Roleplaying Rule forces some rather tortured interpretations of other, more clearly stated rules.
I think this (as well as the charm question) comes down to which rules/text one regards as more general vs. more specific. It's true that there is no footnote explaining that Conditions, as enumerated in the PHB, take precedence over the Roleplaying Rule. We have to infer which ones we think are more general and more specific, and we may (and seem to) disagree about that.
Or by "circular" are you really invoking Gödel's theorem here? If so, I concede. Yes, we cannot axiomatize roleplaying theory; we need to start with an unprovable postulate. Mine is not Rule Zero, it's the Roleplaying Rule.
I have a good deal of knowledge about calculus. I don't, however, remember everything about calculus. In fact, some things I intentionally do not retain. And the reason for that is that I can rebuild that knowledge by extrapolation from the principles I do have committed to memory. And yet, the end result of that thinking isn't anything but knowledge -- once complete, it's no different that I now know this bit of how to do calculus than the bits I recalled before. Both are knowledge, and both can be further utilized -- at least until I discard the new bits again. Foundationally, this is true of many disciplines -- you learn how to think because that's what creates new knowledge. The process of what I know and what I think are inseparable.
But, let's look at a game example. A Wizard has run across some runes. He tries to recall what he knows about these runes. He does so. We're going to say that this Wizard has just invoked knowledge and did no thinking at all in matching what he sees to what he recalls? I mean, let's say that knowledge and thinking are separate. The Wizard recalls knowledge about runes. Cool. How does he apply this knowledge to read these runes without thinking? How can we say that the Wizard has matched up his recollection to his observation without ever once having to evaluate or consider if this rune looks more like this recalled one or that recalled one? Is there no interpretation between languages going on? I mean, should I have to tell the player what the runes mean but use that ancient language to do so, and let the player be interpreter to a different language? If I provide the translation, have I told the player which interpretation his character thinks it more or less right -- have I provided all the possible ways it could be interpreted and translated, or have I provided a clear translation that elides all of this thinking and application of knowledge?
And, so far, I've completely avoided actual scientific literature on memory, recall, and cognition. Going there really shows that these things are not separate.
Ok, I have to admit you pretty much lost me with this example. Are you saying that by giving the player an answer you have unavoidably dictated what their character thinks?
Maybe the distraction here is too much of a focus on what a character thinks, when really what matters is
which of those thoughts get turned into action declarations. After telling the Wizard what the runes mean, are you further dictating or constraining action declarations? If not, fine. But if that's followed by, "Now that your character has that knowledge, there's no way she would do X" then we're not fine. It's really that simple.
Isn't your argument the same one as this that I've seen: "Making sense of visual input is really a function of the brain, and you can't perceive without thinking, so by telling the player they can see something, you're telling them what they think." Yeah, whatever. (But, for what it's worth, I really try to avoid saying "You see..." and instead try to use "There is...")
Sigh. The primary point of the argument that I am contesting is to claim that this one interpretation is actually better than the others -- it's more epistemologically sound, I believe was an early claim. That it makes more sense and has fewer disruptions to the other rules. That a new player would easily tease this interpretation out because it's the most clear one to have. All of these are wrong. It's not a better interpretation. It causes multiple disruptions to other rules. And new players would be hard pressed to pull this out of a single sentence on page 174 that isn't talking about action adjudication but is discussing what roleplaying can be (and it's not even complete there). If none of it matters, then why are these claims to superiority being made? And why is my attempt to show that they are not superior somehow more worthy of being told that it doesn't matter and I should let it go than the ones trying to say that their way is better? Hell, I agree it's better, I just don't agree with the argument that the rules make it so. They don't.
@Charlaquin may want to keep arguing the point about epistemological soundness, but I don't. I freely admit I'm choosing to give Rule 174 primacy. After that it's a question of how unambiguous and predictable is the implementation at the table. As I've argued before, there needs to be a dividing line between what the DM controls and what the player controls, and if it's not at the point of declaring actions, which emerge from character thoughts, then where is it?
And for that reason, I do find the rules make the most sense if we start with the Roleplaying Rule. It leads to a clear boundary between authority.