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<blockquote data-quote="halfling rogue" data-source="post: 6385661" data-attributes="member: 6779182"><p>I've never played the early editions, but from everything I've read (including the early game books) whenever anything is unclear, the spirit has always been 1) Imagination trumps the rules, and so that things don't start going crazy 2) the DM has the final say. Folks all over the internet who played back'n'th'day seem to be always reminiscing about how the rules were always unclear/misunderstood/ignored/incomplete, etc, and so they made it up as they went.</p><p></p><p>Because I only came in late to the 3.5 party, I honestly don't know where the new mindset came in. I've seen it blamed on 3rd & 4th editions, but I've read those two and they specifically fall in line with 1) imagination trumps rules and 2) DM has final say. In my 3.5 group we've never had a rules lawyer or fretted about what to do if we were unclear on a rule, so I can't lay it at the feet of the system. From where I stand the spirit that says we must have clarity and unity in all things has been injected into D&D from the outside and not deriving it from any particular D&D system.</p><p></p><p>But as to Twitter, Mearls has maintained the same spirit that has (as far as I can tell) been RAW from the beginning. When things are unclear: Imagination + DM = Fun</p></blockquote><p></p>
[QUOTE="halfling rogue, post: 6385661, member: 6779182"] I've never played the early editions, but from everything I've read (including the early game books) whenever anything is unclear, the spirit has always been 1) Imagination trumps the rules, and so that things don't start going crazy 2) the DM has the final say. Folks all over the internet who played back'n'th'day seem to be always reminiscing about how the rules were always unclear/misunderstood/ignored/incomplete, etc, and so they made it up as they went. Because I only came in late to the 3.5 party, I honestly don't know where the new mindset came in. I've seen it blamed on 3rd & 4th editions, but I've read those two and they specifically fall in line with 1) imagination trumps rules and 2) DM has final say. In my 3.5 group we've never had a rules lawyer or fretted about what to do if we were unclear on a rule, so I can't lay it at the feet of the system. From where I stand the spirit that says we must have clarity and unity in all things has been injected into D&D from the outside and not deriving it from any particular D&D system. But as to Twitter, Mearls has maintained the same spirit that has (as far as I can tell) been RAW from the beginning. When things are unclear: Imagination + DM = Fun [/QUOTE]
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