Tony Vargas
Legend
It doesn't seem that subjective. If the rule can't be parsed without getting a ruling on what it means, it's prettymuch /requiring/ DM intervention.The fact that the question of whether a rule requires DM arbitration is itself subjective, suggests to me that this whole issue falls into the "gray area" territory.
Take the way d20 requires you to get a DC from the DM. You can still roll without knowing the DC, but the DM is going to have decide if your roll matches the DC or not. He may have guidelines, perhaps even very specific ones for the target, but he can always apply modifiers. That doesn't /require/ the DM intervention to make the mechanic work. It's merely resolving something with the player on one end (with his bonus & d20 roll) and the DM on the other (with the DC). The mechanic, itself, is clear.
OTOH, if you have a case where the rules just don't cover something - say crafting in 4e, for instance - then when you try to act in that area, the DM /must/ make some sort of ruling to cover it (like assigning it to whatever adventuring skill he thinks is closest). It's left to DM interpretation because it's outside the intended scope (adventuring).
Other examples would be the original wording of Commander's Strike in 4e, or using Improved Trip to Trip an enemy with an AoO when he stands up in 3.5, or, more recently, the thread, here, about breaking Concentration and how that works with multiple missiles from a single casting of Magic Missile.
It's funny how these conversations go. You ask for rules with a little player agency, it's like "go play FATE or something." Ask for rules that are at all clear, and "XOMG, don't play FATE!"Oh, goodness. If that's a real question for you, then don't ever play FATE-based games. In FATE, some highly important chunks of the mechanics require the application of natural language descriptive phrases to in-game situations.
I don't know why it's supposed to be so impossible to come up with a decent ruleset, or why it's so important to deflect any request for rules quality away from D&D. :shrug:
It so happens that I am playing Dresden Files (2 sessions so far). And, it /does/ provide some player agency, but is not the collection of intentionally-unplayable rules that exist only to shock you into running Freestyle RP that some folks make it out to be.
If that's the best you can do to explain your disagreement, we'll have to agree to disagree.When dealing with a roleplaying game based on spontaneous creativity and imagination I disagree. There is a particular quote from The Outlaw Josey Wales that is particularly relevant:
Ten Bears:[/B] It's sad that governments are chiefed by the double-tongues. There is iron in your word of death for all Comanche to see. And so there is iron in your words of life. No signed paper can hold the iron, it must come from men. The words of Ten Bears carries the same iron of life and death. It is good that warriors such as we meet in the struggle of life... or death. It shall be life.
I'm not seeing how it's taking too far. Oberoni says don't judge a rule by how a well a good DM can fix it up. How is judging a rule by how badly a poor DM can screw it up taking that too far? An example of taking Oberoni too far might be concluding that even good rules are bad, because they work well for good DMs.I was not claiming that Emerikol's Fallacy was the opposite of the Oberoni Fallacy. I said that some people made the mistake of taking the Oberoni Fallacy too far.
In both cases, the fallacy is in the fact that the proposition can only have one conclusion. That is, in Oberoni, the supposition that a bad rule is good if a good enough DM can fix it means that all rules are good, because any rule can be fixed by a good enough DM. Flipping that around, if you suppose that a rule is bad if a bad enough DM can screw it up, then all rules are bad. Both examples of fallacious reasoning rely on the ability of the DM to override rules, in order to block an honest evaluation of a given rule.
Frankly, if you shade your fallacy just slightly differently, and say 'bad player' instead of 'bad DM,' you'd have a very different, and arguably not fallacious at all, statement.
Edit: It's also a little silly to sort DMs and rules into binary good|bad. Clearly there are better and worse DMs and better and worse rules - but all on a continuum. The idea that a good enough DM can make up for a bad system doesn't mean that only bad DMs suffer from bad systems. for instance (actually, bad DMs revel in bad systems). Rather, it acknowledges that there are DMs good enough to run an excellent game given a decent system, but not exceptionally skilled/talented/experienced enough to run even a decent game if the system is /really/ bad. Even the best DM can run a better game, more easily, given a good system rather than an abysmal one.
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