I agree. I wish I had made a note about a podcast I listened to a while back from Mr Crawford. One of the things he discussed were the stealth rules where he explained that at one point they had detailed instructions on how to handle hiding and stealth. All written up, ready to go.
They decided to toss them for the rules we have now because they preferred DM discretion and leaving it up to individual groups how to handle it. So what it means to be sufficiently distracted and "clearly seen" are not explicitly spelled out. It's left up to the group.
So that's what I mean by vague, and is my understanding of rulings over rules. There are certainly gaps in the rules and the DM has to make a lot of judgement calls. I only see endless arguments about that on the forums, not in real life.
That last bit is a point i wind up making on more than a few forums or groups where its extremely common for those wanting lotsa clicks to frame the intro post in very very polarizing extremes.
"I find that its great that the vast majority of games played are played and loads of fun in actual play in the vast middle ground between the polarizing extremes we see commonly propped up as if normal in forum posts."
As for the podcast... stealth... rules rulings.
i remember that same podcast. I remember him saying something to the effect that they looked at the big page(s) of stealth micro-details and realized it simply wouldn't cover all the cases, left many more still open and so... made the choice they did which i love BTW.
My experience has been that everytime a game system (RPG TT specifically but principle holds) is released that gets popularity on a sizeable scale that expands to more mainstream, its because of a higher degree of accessability in no small part. That almost always includes a non-daunting approach to the volume and intensity of rules which leads to more "conversational" approaches with fluff and setting intertwined with the "rule mechanics code" etc.
Almost immediately a smaller subset looks for more "rules as hard code" than that and degrees of furor, debate etc rage and inevitably someone releases another game amazingly similar with more "want intense rules" focus for those already into the game etc. Saw a recent PF2 playtest review which praised the "the style of the rules is like a computer language syntax..." etc etc and how there werent fluff and flavor and the focus for the rulebook was "where it should be - on laser tight rules code" (close to quote but really paraphrase."
And i looked at that and went "sure, if your market is folks already into the rpg and who lean towards hard rules hard core gaming."
Seen this parent and child RPG spawn happen dozens of times, its like a fairly typical life cycle that keeps repeating - its like re-runs of reboots of series that were derivatives of early series in the first place.
there's always gonna be a segment that believes "just a few more rules and a few more clarifications and we will get to the right ruleset". As often as not, that also applies to "balance" - one more layer of granularity in the costing balance formula and... yup breath Fresh water should cost 4 and breathe salt water should cost 5 if we keep 1d6 of genericum blast at 5."
personally, i find myself in the camp of "give a good enough baseline and tools/approach to make good calls" as a gold standard for RPG rulesets. its literally a sort of "teach a man to fish" mindset vs a "spoonfed charts a'plenty approach". (
"We thought maybe we had gone too far when we published the Midwifery Critical Chart. But, f'n no, turned out we hadn't. Not even close")