Tony Vargas
Legend
A lot of it contradictory and fiercely-argued, of course.9 times out of 10, you'll get a theorycrafter or homebrewer jumping on that thread quick as nothing else. You'll even be given options, advice, and discussion on how you could go about it.

Yes.Your points about looking things up only work for experienced DMs.
I honestly haven't seen a ton of new-to-D&D players - 'last played AD&D,' 'played some PF, does that count,' sure - a genuinely brand-new player is something I find memorable (especially if they come back the next week).You know this edition has tons of new DMs, right?
...let alone a ton* of new DMs...
...but, an experienced player taking up DMing is fine, too, so it's not that hard to get the needed experience. Heck, it's arguably better to get familiar with the game by gaming with an experienced DM running a great game than by reading the books.
Sure there is: readability. WWGS made the same decision (only more so), make the books easier/more-entertaining to read through at a sitting, rather than better reference material.And even experienced groups aren't always ok with the DM just making it up during play, so no, that doesn't work. And there is no reason to not make the rules easier to find.
That was, of course, purely hypothetical, with the hypothesis obviously being rules that clearly said "if you roll a 35+ you are hidden, no matter what."And clarified rules don't mean that the player with a 35 roll knows he is hidden no matter what.
The point being not a specific number, but a high number, and not a specific unambigous rule, but just the lack of wiggle room one would imply.
Of course, you can over-rule the most unambiguous rule ever - it's just the more of those rules there are in the game, and the less you rule on them, the more likely the players will balk at rulings, especially those that don't seem to go their way atm.
They condition players to expect and respect frequent DM rulings.Unclear rules don't empower the DM.
True, if you try to fix up the game with formal house rules, rather than just bulling your way through.Meanwhile, DMs who would rather not design the game they are trying to play have to kludge something together and hope it doesn't bite them in the ass later. Really empowering. /s
OK, point taken. Actually, I was (one) thinking, as a DM, of how much I disliked running such system and (two) completely forgetting the fun I had with a player-mediated RP-carrot mechanic in another system, some 15 years ago...My point, though, was that there are different RP carrot systems, so it's not accurate to say that if you don't like Inspiration it's because you don't like RP carrot systems.
So, yeah, OK, I suppose we'll let you get away with making a ligitimate, constructive criticism of this one sub-system of 5e, this one time.
But don't make a habit of it. ;P
* that'd be about 8, on average, I'd estimate - maybe 10 for a metric ton - but I'm probably just projecting
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