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Does RAW have a place in 5e?
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<blockquote data-quote="Thank Dog" data-source="post: 6393391" data-attributes="member: 6780250"><p>I prefer on the spot calls, even if they go against what I prefer or the rules as I know them. A game I played in recently, for instance, there were a couple of instances where the DM didn't know the rules or didn't do things properly. But neither of them were worth stopping the game for even though one of the incorrect rulings was of significant detriment to my character.</p><p></p><p>If it's worth bringing up at all, then it's worth bringing up <em>after</em> the game.</p><p></p><p></p><p>To me this has always been something where you consult with the DM. Want to play a dual-wielding hand crossbow rogue and you're not sure if the DM will allow it? Ask.</p><p></p><p></p><p>That's one of the reasons why I brought up this thread. To me, the stealth rules are quite clear and yet to others, they think it allows things that I'm certain aren't allowed by RAW. I get why others have their interpretations, though, which wasn't a situation I felt occurred (as much) in 3.x or 4e.</p><p></p><p></p><p>Again, after the game is where these things get sorted out.</p><p></p><p></p><p>This has been the biggest disconnect that I've found for many players trying out 5e. They come in with expectations that the entire system works the way it does in their preferred system. When I ran playtest games, I had 3.x/PF players simply assuming certain things worked the way they did in their preferred systems. They didn't even stop to ask about it. Just immediately ran with it. This required me to pull them up and say, "Actually, it works this way," which in turn resulted in comments like, "That's stupid. PF does it this way and it's better."</p><p></p><p>Man, I got over that real quick.</p><p></p><p></p><p>When I started playing and running games it was in the transition period between 1e & 2e. Every new group I formed or joined, the very first thing everyone would do is discuss their interpretations of the rules. Many DM's, myself included, had a few pages of their rulings and house rules for things that they'd distribute to players and often discuss. In fact, initially, this was one of the reasons why I was so excited about 3e. The fact that every group had many of the same house rules or the same interpretations meant I was glad that a new edition was more codified. As time went on, however, I ended up butting my head against RAW and players who insisted on sticking to hardcore RAW and looking everything up, even during game play. It was the primary reason why I stopped playing 3.x.</p></blockquote><p></p>
[QUOTE="Thank Dog, post: 6393391, member: 6780250"] I prefer on the spot calls, even if they go against what I prefer or the rules as I know them. A game I played in recently, for instance, there were a couple of instances where the DM didn't know the rules or didn't do things properly. But neither of them were worth stopping the game for even though one of the incorrect rulings was of significant detriment to my character. If it's worth bringing up at all, then it's worth bringing up [I]after[/I] the game. To me this has always been something where you consult with the DM. Want to play a dual-wielding hand crossbow rogue and you're not sure if the DM will allow it? Ask. That's one of the reasons why I brought up this thread. To me, the stealth rules are quite clear and yet to others, they think it allows things that I'm certain aren't allowed by RAW. I get why others have their interpretations, though, which wasn't a situation I felt occurred (as much) in 3.x or 4e. Again, after the game is where these things get sorted out. This has been the biggest disconnect that I've found for many players trying out 5e. They come in with expectations that the entire system works the way it does in their preferred system. When I ran playtest games, I had 3.x/PF players simply assuming certain things worked the way they did in their preferred systems. They didn't even stop to ask about it. Just immediately ran with it. This required me to pull them up and say, "Actually, it works this way," which in turn resulted in comments like, "That's stupid. PF does it this way and it's better." Man, I got over that real quick. When I started playing and running games it was in the transition period between 1e & 2e. Every new group I formed or joined, the very first thing everyone would do is discuss their interpretations of the rules. Many DM's, myself included, had a few pages of their rulings and house rules for things that they'd distribute to players and often discuss. In fact, initially, this was one of the reasons why I was so excited about 3e. The fact that every group had many of the same house rules or the same interpretations meant I was glad that a new edition was more codified. As time went on, however, I ended up butting my head against RAW and players who insisted on sticking to hardcore RAW and looking everything up, even during game play. It was the primary reason why I stopped playing 3.x. [/QUOTE]
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