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<blockquote data-quote="Sir Brennen" data-source="post: 6385583" data-attributes="member: 553"><p>Note that in one of Mearls tweets, he says "Well, the Official answer might be something else, but here's how I'd rule it..." So, even he doesn't consider his tweets Official FAQs. Alot of the time he mentions he doesn't even have the PHB handy when he gives an opinion.</p><p></p><p>I'm sure an official FAQ will be in the offing, after the DMG is out the door, which will based on a bit more internal research, discussion and careful wording from the Wizards team.</p><p></p><p>That said, a lot of stuff that gets a response of "DM's call" I see as falling into a few of categories. One is where the final decision isn't that important. DM call one way or the other doesn't affect the game in the long run. Another is the "unclear" rule is written that way because trying to cover every possible real-world scenario is not practical, tedious, and will probably result in language which will further complicate decisions regarding that rule. See "Hiding". And lastly, some are "Well, why not? The game may play a bit differently, but give it a try! It's your game!"</p><p></p><p></p><p>On the other hand, a game that has that level of "consistency" is going to put some additional burden on the DM to know a more detailed set of rules, or at the very least slow play up as they feel the need to look up the rule and verify they're playing the "right" way. </p><p></p><p>To me "focusing on the setting and adventure" is a sub-set of DM calls, anyway. Both interact with the rules, and require DM judgement. Players are always going to try something not covered by the rules as part of the adventure, or ask about what their character can do\know in the context of their background (both in the mechanical and story sence) or the present situation in the adventure. DM calls on rules also often are of the "what makes sense for the story/scene, or be cool", where overly-codified rules can intrude/limit those type of rulings.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 6385583, member: 553"] Note that in one of Mearls tweets, he says "Well, the Official answer might be something else, but here's how I'd rule it..." So, even he doesn't consider his tweets Official FAQs. Alot of the time he mentions he doesn't even have the PHB handy when he gives an opinion. I'm sure an official FAQ will be in the offing, after the DMG is out the door, which will based on a bit more internal research, discussion and careful wording from the Wizards team. That said, a lot of stuff that gets a response of "DM's call" I see as falling into a few of categories. One is where the final decision isn't that important. DM call one way or the other doesn't affect the game in the long run. Another is the "unclear" rule is written that way because trying to cover every possible real-world scenario is not practical, tedious, and will probably result in language which will further complicate decisions regarding that rule. See "Hiding". And lastly, some are "Well, why not? The game may play a bit differently, but give it a try! It's your game!" On the other hand, a game that has that level of "consistency" is going to put some additional burden on the DM to know a more detailed set of rules, or at the very least slow play up as they feel the need to look up the rule and verify they're playing the "right" way. To me "focusing on the setting and adventure" is a sub-set of DM calls, anyway. Both interact with the rules, and require DM judgement. Players are always going to try something not covered by the rules as part of the adventure, or ask about what their character can do\know in the context of their background (both in the mechanical and story sence) or the present situation in the adventure. DM calls on rules also often are of the "what makes sense for the story/scene, or be cool", where overly-codified rules can intrude/limit those type of rulings. [/QUOTE]
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