Lanefan
Victoria Rules
IMO a player who finds a loophole can either a) point it out to the DM so she can close it, or b) use it in expectation that the DM will close it before the next time someone can use it.Every RPG rules system can be abused. I think an important player's responsibility is to play along with the spirit of the game and therefore not to try to abuse the system. Strive to connect with the RAI more than serving the RAW. If you find a loophole that can be exploited, seriously consider whether exploiting it would serve your game and make it better, or destroy your fun, and in case of the latter, just don't exploit it. Complaining about loopholes, blaming designers... we have forums for that! Just don't destroy your own game only to "prove" you are smarter than the authors because you figured out they made a mistake.
In fact, one can almost argue it's part of the players' responsibility, as an offshoot of advocating for their PCs, to push the rules a bit and see if they break; just as it's the DM's responsibility to push back and make sure the rules don't break.
This one's a complete DM fail in two ways, and not a player fail at all.Concrete example (pet peeve of mine): skill checks retries.
The rules don't say you can't just keep trying a skill check you have failed. There are plenty of example where it seems "it makes sense": searching for something, force open a stuck door, recall a piece of knowledge... If you roll a low number, you may be convinced you could have in fact found something, and want to try again. The rules usually make it so that these tasks take only a little time, so if you can afford to take more time, why not retrying when your previous dice roll(s) clearly showed you were way below your possibility of success?
DM fail 1: allowing retries, unless there's been a material change in circumstances and-or method of approach.
DM fail 2: allowing the player to roll for skill checks with non-obvious success-fail outcomes rather than doing the roll behind the screen and narrating the in-game results. Climbing, where the other PCs can see what you're doing, has an obvious-to-all success-fail outcome and thus having the player roll the check is fine. Searching, OTOH, does not have an obvious-to-all outcome: whether failure was due to incompetence/bad luck (as represented by a poor roll) or because what you seek isn't there to find (as represented by any roll) isn't known to the PC(s) and thus should not be known to the player(s).
Nothing wrong with a player trying to talk the DM into a more lenient interpretation of the rules. Lots wrong with the DM agreeing to it.If a player insists that "it makes sense" to retry, or that the RAW doesn't say they can't, they are failing their responsibility to play along with the original spirit of skill checks, which is simply to "toss a coin" to determine if the game goes right or left at a plot point.
I agree with your points in general, except I put the fault at the DM's feet rather than the players.