Hussar
Legend
I've always been a big advocate that RPG's as written are not complete games. They are essentially game creation engines - more along the lines of something like the Unreal Engine or other video game design platforms (if that is the right term). The game that I play at my table will vary from a little a lot from the game @Lanefan or @AlViking or you play. Heck, the rules debate upthread about minions shows just how differently we will interpret the actual rules of the system, never minding additional rules, house rules, official rules, 3rd party rules, campaign rules, table rules and social contract rules at a given table.I just wouldn't draw too many conclusions about the mechanics of a particular game based on the official rules for most TTRPGs. Why compare them? Even with the exact same set of rules no two D&D games will be the same. A different GM and different players will influence the experience a lot more than the rulebook.
Which means that when we discuss systems, we have to be very careful to be very clear about what is being discussed. I can talk about how exploration in 5e is fantastic now that I have imported the exploration rules from Ironsworn. But, that doesn't really help anyone else does it? It doesn't clarify the conversation. @Lanefan runs multi-year campaigns in a homebrew system that is only tangentially related to D&D. I don't think that's an unfair characterization. You'll see people talk about how lethal 1e is, whereas I totally disagree because, at my table, it wasn't. AD&D was D&D on easy mode AFAIC. Monsters with nearly no HP that deal negligible damage vs PC's that can easily rocket their AC's into the stratosphere.
That doesn't make me right and them wrong though. It's just that the games that each of us created using the RPG game creation engine that is D&D resulted in very different experiences.
So, yeah, while it's very true that home brewing and whatnot is part and parcel to gaming, it's also true that in order to have a conversation between groups, we have to differentiate between the game we create and the game creation engine. If I'm adding some ruleset to my D&D game, it's because either the ruleset I'm using doesn't have rules for that or I don't like the existing rules. Ship combat is a perfect example. There were no official ship to ship combat rules in D&D before Ghosts of Saltmarsh (I'm specifically talking about 5e). The GoS rules I didn't like very much, so, I used a different set. But, if we're going to discuss ship to ship combat in D&D, the only common language we likely have is the GoS rules. Me talking about tacking into the wind and generating wind direction and speed doesn't make any sense in the GoS rules.
If you're not going to draw conclusions about the mechanics of a particular game based on the official rules, then you are no longer speaking the same language as the people you are talking to. Because they are not sitting at your table. They don't have access to your particular language. All you're doing is confusing the issue which we then have to spend page after page of "do you mean this? No I mean this. This? No, not this. How about this? No, that's not right either". No one is discussing YOUR game. What we are discussing is the game that we all share.