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<blockquote data-quote="Dausuul" data-source="post: 4114070" data-attributes="member: 58197"><p>See, this is all very well until somebody wants to do something that isn't covered by the rules.</p><p></p><p>One of the things that defines the RPG (at least the traditional D&D-style RPG) is that the rules are just a starting point. You're free to go beyond them. The goblin picador has just harpooned you--pull back! Use the rope as a tripline against his buddy! Yank the harpoon out and throw it back at him! None of these is covered by the rules, but all should be viable options. That's a big part of why we have DMs, to figure out ways to handle those situations.</p><p></p><p>The problem is, dealing with "beyond-the-rules" situations requires knowing what the heck is going on. If you don't know how the picador is keeping you from moving, you can't react to it in character. All you can do is use some other combat maneuver.</p><p></p><p>And if the flavor text for a given rule is shoddy, the effect is to either negate or substantially alter the rule itself as soon as somebody questions it. Take the goblin picador. He harpoons a fighter. The DM announces that the fighter can't move away.</p><p></p><p>The fighter's player replies, "What? I have a Strength of 22. I can lift smallish boulders--and he's a skinny little goblin on open ground. He doesn't even raise my encumbrance level. I just drag him after me."</p><p></p><p>And unless the flavor text suggests a good explanation for why this trick won't work (or the DM can invent one), the picador's signature ability instantly ceases to exist, and the picador itself is essentially negated as an opponent.</p><p></p><p><strong>Please note: I'm not asking for explanations of the picador's ability here, merely pointing out that such explanations are required for its ability to work effectively.</strong></p><p></p><p>Bottom line: Flavor text <em>is</em> rules text, because it's telling the DM how to adjudicate the rule in play. A good rule with bad flavor text is a bad rule.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 4114070, member: 58197"] See, this is all very well until somebody wants to do something that isn't covered by the rules. One of the things that defines the RPG (at least the traditional D&D-style RPG) is that the rules are just a starting point. You're free to go beyond them. The goblin picador has just harpooned you--pull back! Use the rope as a tripline against his buddy! Yank the harpoon out and throw it back at him! None of these is covered by the rules, but all should be viable options. That's a big part of why we have DMs, to figure out ways to handle those situations. The problem is, dealing with "beyond-the-rules" situations requires knowing what the heck is going on. If you don't know how the picador is keeping you from moving, you can't react to it in character. All you can do is use some other combat maneuver. And if the flavor text for a given rule is shoddy, the effect is to either negate or substantially alter the rule itself as soon as somebody questions it. Take the goblin picador. He harpoons a fighter. The DM announces that the fighter can't move away. The fighter's player replies, "What? I have a Strength of 22. I can lift smallish boulders--and he's a skinny little goblin on open ground. He doesn't even raise my encumbrance level. I just drag him after me." And unless the flavor text suggests a good explanation for why this trick won't work (or the DM can invent one), the picador's signature ability instantly ceases to exist, and the picador itself is essentially negated as an opponent. [b]Please note: I'm not asking for explanations of the picador's ability here, merely pointing out that such explanations are required for its ability to work effectively.[/b] Bottom line: Flavor text [i]is[/i] rules text, because it's telling the DM how to adjudicate the rule in play. A good rule with bad flavor text is a bad rule. [/QUOTE]
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