Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Does "rules light" lead to more arguments?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 6213044" data-attributes="member: 4937"><p>I fully agree.</p><p></p><p>Most rules arguments I've seen have to do with the player feeling that the rule or ruling is unfair because it produces what they don't think is a reasonable result. The player then takes the stance that the GM is not adhering to either the spirit or letter of the rule, with the GM taking the opposite stance. This usually occurs when the mechanics of the rule are blended in with the flavor of the thing the mechanics are supposed to represent, so that it is ambiguous where one ends and the other begins. It also occurs where sloppy editing and limited time spent in imagination by the designer results in a situation where the rule is clear in one situation, but ambiguous in another equally applicable situation.</p><p></p><p>Back in 1e, I remember the biggest source of rules arguments was over 'infravision', because the text (and players) just kinda assumed this worked in an obvious manner simply from the descriptor 'infravision'. But of course, the mechanics of what was realistic for 'infravision' and the unexpected consequences of different perceptions of how it worked, weren't something easily agreed on. Can you for instance track monsters from the heat of their footprints? Is so, for how long afterwards? Are zombies invisible with infravision? And so forth.</p><p></p><p>In fact, this problem of ambiguity between mechanics and what might have been flavor text came up last session with the text of the spell 'Message'. The spell says you have to point at the recipient, but the text also makes it clear you don't need line of sight. So how do you point at a target if you don't have line of sight to it? How accurate does the pointing need to be? Can it be just in the general direction, or does it have to be exactly accurate? It didn't actually end up as an argument, because I have good players and personally I didn't mind it working, but that's a very typical example of where you end up with huge rules arguments. As a DM, I wanted to know, was the pointing intended as mechanics or was it flavor. If it was mechanics, how does it work? No one was sure. I made the PC do a skill check to point in the right direction, and then move on.</p><p></p><p>Nonetheless, after the session I went back and rewrote the rules for clarity, replacing the problematic term 'point' with 'designate' and explaining exactly what conditions allowed you to designate a target. This is the advantage of being master of your own rules.</p><p></p><p>Occasionally, a player will offer that a rule is simply bad, and that it needs amendment because the results aren't illogical. Usually this is the case of 'Realism vs. the Rules', which I admit is probably the most intractable rules argument you can have because you end up in an argument over what is 'realistic'. Nonetheless, I've done this before as a player a couple of times I'm sure, but the clearest memory I have of it was with some newly adopted rules for ship to ship combat from Dragon Magazine, where in the middle I told the DM that these were clearly never playtested and why it was a problem. He agreed, and we agreed on a solution after the session. But in general, denouncing a rule like that on some grounds can get some GM's miffed (and often with cause). On the other hand, announcing to the player that the rules aren't meant to be realistic is likely to get the player upset, because often 'realistic' is being used as a proxy for a lot of other criticisms of the rule. Fundamentally what is going on is again, the claim is made that the rule or ruling isn't fair.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6213044, member: 4937"] I fully agree. Most rules arguments I've seen have to do with the player feeling that the rule or ruling is unfair because it produces what they don't think is a reasonable result. The player then takes the stance that the GM is not adhering to either the spirit or letter of the rule, with the GM taking the opposite stance. This usually occurs when the mechanics of the rule are blended in with the flavor of the thing the mechanics are supposed to represent, so that it is ambiguous where one ends and the other begins. It also occurs where sloppy editing and limited time spent in imagination by the designer results in a situation where the rule is clear in one situation, but ambiguous in another equally applicable situation. Back in 1e, I remember the biggest source of rules arguments was over 'infravision', because the text (and players) just kinda assumed this worked in an obvious manner simply from the descriptor 'infravision'. But of course, the mechanics of what was realistic for 'infravision' and the unexpected consequences of different perceptions of how it worked, weren't something easily agreed on. Can you for instance track monsters from the heat of their footprints? Is so, for how long afterwards? Are zombies invisible with infravision? And so forth. In fact, this problem of ambiguity between mechanics and what might have been flavor text came up last session with the text of the spell 'Message'. The spell says you have to point at the recipient, but the text also makes it clear you don't need line of sight. So how do you point at a target if you don't have line of sight to it? How accurate does the pointing need to be? Can it be just in the general direction, or does it have to be exactly accurate? It didn't actually end up as an argument, because I have good players and personally I didn't mind it working, but that's a very typical example of where you end up with huge rules arguments. As a DM, I wanted to know, was the pointing intended as mechanics or was it flavor. If it was mechanics, how does it work? No one was sure. I made the PC do a skill check to point in the right direction, and then move on. Nonetheless, after the session I went back and rewrote the rules for clarity, replacing the problematic term 'point' with 'designate' and explaining exactly what conditions allowed you to designate a target. This is the advantage of being master of your own rules. Occasionally, a player will offer that a rule is simply bad, and that it needs amendment because the results aren't illogical. Usually this is the case of 'Realism vs. the Rules', which I admit is probably the most intractable rules argument you can have because you end up in an argument over what is 'realistic'. Nonetheless, I've done this before as a player a couple of times I'm sure, but the clearest memory I have of it was with some newly adopted rules for ship to ship combat from Dragon Magazine, where in the middle I told the DM that these were clearly never playtested and why it was a problem. He agreed, and we agreed on a solution after the session. But in general, denouncing a rule like that on some grounds can get some GM's miffed (and often with cause). On the other hand, announcing to the player that the rules aren't meant to be realistic is likely to get the player upset, because often 'realistic' is being used as a proxy for a lot of other criticisms of the rule. Fundamentally what is going on is again, the claim is made that the rule or ruling isn't fair. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Does "rules light" lead to more arguments?
Top