EzekielRaiden
Follower of the Way
Can "rulings" be considered flexibility though? That's what a number of folks are pushing back on.I think there are two very different approaches to flexibility though. There is a strictly mechanical approach where you make a thorough system (not necessarily a complex one but one capable of handling a wide variety of situations) and that can deinfitely work. But there is also simply a rulings over rules approach, which to me is what always made RPGs special and what made it feel like anything was possible to attempt. I don't think one approach is better than the other, and I do think in a rulings over rules situation, rules still matter (I definitely find that easier to do if the system is simple with plenty of general tools to draw on). But they can both work in my view. I think if the question is, is the system itself flexible well that is different. If you want a system that is designed to be flexible all around then D&D is probably not the best choice.
If a system relies heavily on rulings to achieve this, it would seem to suffer a serious dilemma: either they aren't design, meaning they're not actually part of the system and don't seem to be part of the system being flexible, or they are design, at which point the system is asking you to be armchair designer to play it and that bespeaks of inflexibility.
A design goal of pretty much every edition of D&D—except 4e and 5e, albeit for dramatically different reasons—has been to have some kind of rule for most situations. In early editions, this is what led to the profusion of idiosyncratic, bespoke subsystems that often did similar things in supremely different ways, and was infamously byzantine as a result. (Gygax's poor organization didn't help matters.) 2e continued this, being probably the smallest jump in mechanics between editions. 3e did too, but cleaned house, and this made it obvious what its design ethos required. It wasn't any more or less about having rules for a zillion situational details, it just tried to be consistent and systematic about it.But if you want a game where in theory the players are supposed to say whatever it is they are trying to do and a GM is supposed to try to accommodate that mechanically to fit the situation, many versions of D&D would work (I don't think 3E would, that is a system where there is a rule covering just about anything---at least for D&D).
4e diverged by aiming for a bottom-up rather than top-down rule hierarchy ("exception-based design") and including what I call "extensible framework rules" (which cover classes or categories of situations, rather than solely aiming to produce a critical mass of discrete rules.) 5e diverged by openly disclaiming design in several places.