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Breakin' the Law! Thoughts on Rules in 5e
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<blockquote data-quote="pming" data-source="post: 8433419" data-attributes="member: 45197"><p>Hiya!</p><p></p><p><strong> Rule:</strong> "If X occurs, then Y happens".</p><p></p><p></p><p> <strong>Ruling</strong>: "If X occurs, then Y happens....but in this case, Z happens because it makes more sense".</p><p></p><p></p><p> Good n' Bad of Rules in 5e: "I'm gonna say Q happens to Bob. For Fred, L happens in stead. Oh, and Ann? Nothing happens to you. Right, all of you are in the same pit filled with weak acid. Actually, Fred, you aren't because, I don't know, just because I like your character".</p><p></p><p>That's why Rules are good; a solid baseline for Bob, Fred and Ann to be able to make decisions about their "move" in the game. Rules are bad when applying them goes against players engaging in the world in order to make decisions and in stead only focusing on the rules because nothing else matters (ex: 3.x...wanna sink a boat in no time flat? Swim underneath it and try and lift it out of the water; you'll sink like a ROCK!..at least according to RAW regarding trying to "life/carry weight and swim in water" <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> I'm sure there are situations in 5e that make just as much 'sense').</p><p></p><p>Rulings are the best because it takes the baseline of Rules, but interjects the ability of a human mind to look at the situation and make adjustments to the Rule on the fly, taking into account a myriad of things that no printed book could ever do or cover.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 8433419, member: 45197"] Hiya! [B] Rule:[/B] "If X occurs, then Y happens". [B]Ruling[/B]: "If X occurs, then Y happens....but in this case, Z happens because it makes more sense". Good n' Bad of Rules in 5e: "I'm gonna say Q happens to Bob. For Fred, L happens in stead. Oh, and Ann? Nothing happens to you. Right, all of you are in the same pit filled with weak acid. Actually, Fred, you aren't because, I don't know, just because I like your character". That's why Rules are good; a solid baseline for Bob, Fred and Ann to be able to make decisions about their "move" in the game. Rules are bad when applying them goes against players engaging in the world in order to make decisions and in stead only focusing on the rules because nothing else matters (ex: 3.x...wanna sink a boat in no time flat? Swim underneath it and try and lift it out of the water; you'll sink like a ROCK!..at least according to RAW regarding trying to "life/carry weight and swim in water" ;) I'm sure there are situations in 5e that make just as much 'sense'). Rulings are the best because it takes the baseline of Rules, but interjects the ability of a human mind to look at the situation and make adjustments to the Rule on the fly, taking into account a myriad of things that no printed book could ever do or cover. ^_^ Paul L. Ming [/QUOTE]
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