jgbrowning
Hero
The whole "water breathing" thing is a strawman, and has nothing to do with joe's point, AFAICT.
"Creative" use of anything requires that the useage expands upon the intended useage of the thing utilized. Preprogrammed balance requires that the useage of any given thing be known and quantifiable, and therefore must limit "creative" useage.
Every edition includes some tradeoff between these factors. It must do so in order to be playable as a game.
RC
Of course. Speaking generally, the more specific a rule becomes, the less likely a creative use will be found for it outside of how it synergies to other rules in the system. The more rules one has, the higher the probability of the players running into "You can't do that that way, because the rules say you have to do that this way. The only way of doing that is this way."
Its the eternal design struggle between creativity and clarity. Rules that are less clear, tend to have greater creative potential. Rules that are very clear tend to drive usage to those clarified regions to the exclusion of other regions. To me, these are obvious design conflicts.
IMO, D&D has seen a continual progression from less clarity to more programmable usage throughout every edition.
joe b.