Previous editions were very rules-heavy but people don't remember that because most did away with the overly-specific bits (weapon vs AC mods, unarmed combat, etc.). But despite all the rules there were plenty of nebulous areas which a DM could use to take advantage of his players (or a player could use to take advantage of a DM). The letters page and Sage Advice column in old issues of Dragon magazine used to be filled with the stuff.
In 3E I don't see many rule arguements except when it comes to poorly-worded splatbook spells & PrCs. The core system itself is pretty clear-cut. If you're having an issue with rules-aggressive players as a DM (and you can't manage or replace them), consider restricting your next game to core rules only.
In 3E I don't see many rule arguements except when it comes to poorly-worded splatbook spells & PrCs. The core system itself is pretty clear-cut. If you're having an issue with rules-aggressive players as a DM (and you can't manage or replace them), consider restricting your next game to core rules only.