I think when a rule book says "Traps at this level should do this much damage. Encounters should look like this, and be worth this much experience. Monsters should only be fought in small groups because large groups will kill the party." those are rules.Celebrim said:b) Many of the things that designers have said are now fully supported by the rules are not in fact actually rules issues. For example, the notion of a trap as part of an encounter is not something that is a rule issue, but an encounter design issue. The notion of an encounter space being larger than a single room isn't an issue of rules, but one of encounter design.
Clearly you disagree. Of course, you could have just as easily said "The magic system isn't a rule issue, it's a magic design issue" or "Weapon damage isn't a rule issue, it's a weapon design issue". There's really no use arguing the point, since it's semantics, but I'll bet 95% of the people on here consider encounter design to be part of the rules.
It's more like you have a blender, and I show you a new food processor. Sure, you could use the blender to chop onions and grind peanuts, but the food processor is designed for it and makes it a lot easier. And yes, you can disassemble the blender and change the gearing, and cut the bottom out of a plastic bowl and retrofit one of the food processor blades to fit the connector, but good god man! I understand your grandmother gave you that blender, and you're very fond of the color, but food processors cost $30! $30!Celebrim said:I could show examples of exception based designed not just in published modules, but in published modules by WotC. If they now want to tell me that in 4e we have permission to break the rules occassionally as DMs, that's like telling me that thier new blender makes milk shakes. Swell. It's a blender right? Of course it makes milk shakes.
If you refuse to switch, fine. But don't sneer at people just because they appreciate the difference.