Does this apply to specific rules beating general phrases that describe the DM's authority?
There are no such rules in 5e. The SPECIFIC DMG portions give the DM the authority to change any rule. The rules SPECIFICALLY serve him and not the other way around.
Yeah, I know. And my point is that it's nothing to get up in arms about.
If you put down the viking hat for a minute, and just think about what this stuff means for play instead of getting up in arms about any challenge to almighty DM authority, I think you'd likely see it's really not that big a deal.
And that's our point. If the ability fails for good reasons every now and then, it's no big deal and nothing to get up in arms about.
Like, imagine a game where the ability just works. No matter what, the DM just lets it work and the noble character is able to obtain audiences whenever they want.... what's the problem?
That sounds horrible. It means that there will be times when it makes absolutely no sense for it to happen, but it ridiculously happens anyway. For some tables that don't care about that sort of thing it works out fine, but for other tables where they want the world to make sense, it doesn't work out fine at all.
I was once invited to join a group, but they neglected to tell me that the world was full of punny humor. That sort of ridiculous play worked out fantastically for that group. They loved it and had a blast. At the end of the night I politely let them know that sort of game didn't work for me and that I wouldn't be coming back. I'm sure that group would have no problem always allowing the ability to work, even when it would be nonsensical.
You can use all the lampshades you want... logic, consistency, whatever... it seems pretty obviously to be about maintaining the DM's preconceived ideas.
And you'd still be very, very wrong.
Not entirely, though that is an example. Player agency is what I can do as a player to affect play.
But not to dictate the result of the action declaration. That's DM agency and some games give portions of DM agency to the players.
Being put up for the night might be something I request in the audience, but whether that's granted or not would likely depend on some kinf of roll, I'd expect.
Like any other situation, it can auto succeed, auto fail or get a roll if the outcome is in doubt.
I don't think I should add that kind of phrasing if we're talking about player agency.
We're talking about how D&D plays. You can't just ignore a significant portion of the game that has a huge impact on how the ability plays out just because we're talking about player agency.
No, that's really not true. Is that applied across the board? As mentioned previously, do you block players from using feats, spells, class abilities, and so on that are described simply as working? Or when the conditions as stated have been met?
No generally, no. I don't block them unless there is a good in-fiction reason for a feat, spell or class ability to fail. It does apply across the board, though. Players get to declare that their PC is attempting X spell, Y feat or Z class ability. and 99.35152% of the time it will work out that way. The rest of the time something like counterspell, an area where no healing is possible blocking second wind, etc. happens.
I get to say my PC takes a second wind as long as I have a bonus action to do so.
And if you're in an area where a god has used his power to stop all healing, it will appropriately fail. The vast majority of the time your declaration to try and use second wind will be met with success. However...