Ruin Explorer
Legend
Yeah, what you're suggesting is absolutely the right direction here.Here's the knock spell from the 5e PHB:
Here's the knock spell from the OSR Cairn RPG:
D&D goes down the rabbit hole of "precise" language, which really unnecessarily increases word count without offering much more clarity. The problem is that when you multiply this effect across all the spells, it increases the cognitive load on the players (including GM) and the handling time at the table - more so for newer players.
Do we really need a list of examples for what constitutes a "container... that prevents access"? Probably not. We can figure that out.
Do we need the "multiple locks" proviso? Not if we stipulate one lock up front.
Do we need to know that the spell makes a sound "audible from as far away as 300 feet"? We've literally never checked whether something is within 300 feet when knock is used, since that's such a vast distance in a built environment, instead going entirely by feel.
Do we need to elucidate what suppressing a spell effect means? Probably not.
So functionally, the knock spell could be written in One D&D more succinctly as (taking it from 137 words to 29 words)....
Knock
2nd-level transmutation (action, V)
One mundane or magical lock that you can see within 60 feet unlocks - loudly. An arcane lock is instead suppressed for 10 minutes.
5E's spell design is fundamentally at odds with its core philosophy. The core philosophy is that the DM decides stuff, and you don't need detailed rules for everything because of that. This is why skills and so on have extremely simple rules and an almost total lack of real guidance in 5E.
I don't think you do need more detail for D&D, certainly not beyond which the OP suggests, because 5E consistently advocates for the OSR approach about just about everything - "the DM decides" - the only weird exception is spells, and frankly that exception should be eliminated, because all it serves to do is make spells weirdly advantaged over all other ways of doing things.The OSR the OP uses for inspiration always puts the decision on the GM for just about everything, so this would be within their purview. You might disagree as a player, but people who enjoy this style of play aren't normally tangled up with RAW. For D&D, I'd add a bit more detail (as above), but still leave the DM some wiggle room.