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FKR: How Fewer Rules Can Make D&D Better
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<blockquote data-quote="overgeeked" data-source="post: 9027040" data-attributes="member: 86653"><p>And the reverse is also true. If the rules say dwarfs breathe fire but the referee says no, then dwarfs do not breathe fire. The rules don’t save you from having to talk to the referee.</p><p></p><p>Likewise many gamers seem to think rules with a wide variety of mutually exclusive but all equally valid interpretations are somehow written in stone, have one and only one possible interpretation, and magically fix mismatched expectations. They don’t.</p><p></p><p>You realize you’re disproving the point you’re trying to make.</p><p></p><p>According to you, hard mechanics force players onto the same starting framework. D&D 5E has hard mechanics. And yet, despite those hard mechanics…and despite people reading the rules…there’s still a wide variety of expectations, rules interpretations, and play styles in 5E games. The hard mechanics did not force anything. It’s just one more thing to have to sort through and get on the same page with everyone else.</p><p></p><p>And again, hard mechanics don’t do that on their own. The referee has to do the legwork of explaining what the base assumptions are, how the rules work at their table, which interpretations are valid, what’s allowed, what’s banned, etc. The rules aren’t a magic wand that fixes mismatched assumptions. They’re one more thing to have mismatched assumptions about. Look at almost any rules question in 5E. There’s dozens of way to interpret most things. Which interpretation you use at your table is legwork the referee has to do.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9027040, member: 86653"] And the reverse is also true. If the rules say dwarfs breathe fire but the referee says no, then dwarfs do not breathe fire. The rules don’t save you from having to talk to the referee. Likewise many gamers seem to think rules with a wide variety of mutually exclusive but all equally valid interpretations are somehow written in stone, have one and only one possible interpretation, and magically fix mismatched expectations. They don’t. You realize you’re disproving the point you’re trying to make. According to you, hard mechanics force players onto the same starting framework. D&D 5E has hard mechanics. And yet, despite those hard mechanics…and despite people reading the rules…there’s still a wide variety of expectations, rules interpretations, and play styles in 5E games. The hard mechanics did not force anything. It’s just one more thing to have to sort through and get on the same page with everyone else. And again, hard mechanics don’t do that on their own. The referee has to do the legwork of explaining what the base assumptions are, how the rules work at their table, which interpretations are valid, what’s allowed, what’s banned, etc. The rules aren’t a magic wand that fixes mismatched assumptions. They’re one more thing to have mismatched assumptions about. Look at almost any rules question in 5E. There’s dozens of way to interpret most things. Which interpretation you use at your table is legwork the referee has to do. [/QUOTE]
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