Well one can easily go too far in one direction trying to fix a problem.When compared to the keyword soup of Pathfinder 2 I wholly disagree.
Well one can easily go too far in one direction trying to fix a problem.When compared to the keyword soup of Pathfinder 2 I wholly disagree.
There is some irony in the fact that your first post, written more technically elicited several posts asking for clarification, so you had to write a second post in more natural language.Well, as noted, "natural language" is a thing where I think these meta-aesthetics have got it wrong.
Natural language was favored by 5e's designers because, they claimed, it would make things so much better. There would be no need to learn any special words, no need to check references, because everything would just mean what it says! You could look at it and just know, because you already know how to read English (or whatever language the text was translated into).
Also, the actual M:tG rules are extremely complex and fiddly. I would never run a tournament for that reason.Bleah! Keywords on Magic cards are tolerable if only because there isn't much space to write everything out. But D&D books/modules/etc. have the space, so bang goes that excuse.
I'm referring to a desire for rules because they have satisfying aesthetic features like symmetry, one-stop-shopping reference lists, brevity, and (possibly the most controversial on this list) natural language.
I like using “keywords” (some might say “jargon”) to clearly delineate game effects.
it’s a good filter. If Lear ing a new vocabulary of 25 to 50 words is too high a barrier fir a potential player, then that player isn’t a good fit for my table.
I think that the natural language approach was also informed by "giving the DM Authority" Ultimately the DM is going to have issue rulings in any case even where keywords and careful definitions are used. There used to be a very strong push to the notion that the Rules as Written was the ultimate authority, overriding the authority of the DM. I think that, that notion failed, in 3.x and 4e. There are just too many edge cases and corner case for ultimate codification.
So, if you are going back to the DM anyway there is a lot to be gained by simplifying the language, encourage a culture of rulings not rules and run with that.
Or to put it another way, trusting the DM and acknowledging that if players didn't trust the DM, the game was probably doomed no matter how precise the rules were.