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Community
General Tabletop Discussion
*Dungeons & Dragons
Waibel's Rule of Interpretation (aka "How to Interpret the Rules")
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<blockquote data-quote="Cyberen" data-source="post: 7656281" data-attributes="member: 69074"><p>[MENTION=6696971]Manbearcat[/MENTION] : please keep in mind 5e has been built from the ground up with this foundational "rulings" aspect. The system is really very robust wrt DM's judgement.</p><p> To resolve an action the DM has to pick a level on the scale auto-success > advantage > normal > disadvantage > auto-failure, and maybe pick a stat and decide if proficiency applies. Note that :</p><p>* the stacking rules is meant to be the least toxic, as the disconnect between a player's expectation and the DM's call should differ by at most one step on the resolution scale.</p><p>* bounded accuracy means the actual odds of success won't change drastically, whatever the DM decides.</p><p>* the game is built to use dice and a DM screen. This device means a player can not and should not know precisely if he has to put the blame on bad luck or adversarial DMing.</p><p>These 3 features combined should ensure "rulings, not rules" doesn't strain trust too much.</p><p>I also think there are places where the design team hasn't done that great a job to demine potential conflict. I specifically call out Surprise as an obvious offender, as it is an area mostly left to DM fiat where the decisions are potentially devastating.</p></blockquote><p></p>
[QUOTE="Cyberen, post: 7656281, member: 69074"] [MENTION=6696971]Manbearcat[/MENTION] : please keep in mind 5e has been built from the ground up with this foundational "rulings" aspect. The system is really very robust wrt DM's judgement. To resolve an action the DM has to pick a level on the scale auto-success > advantage > normal > disadvantage > auto-failure, and maybe pick a stat and decide if proficiency applies. Note that : * the stacking rules is meant to be the least toxic, as the disconnect between a player's expectation and the DM's call should differ by at most one step on the resolution scale. * bounded accuracy means the actual odds of success won't change drastically, whatever the DM decides. * the game is built to use dice and a DM screen. This device means a player can not and should not know precisely if he has to put the blame on bad luck or adversarial DMing. These 3 features combined should ensure "rulings, not rules" doesn't strain trust too much. I also think there are places where the design team hasn't done that great a job to demine potential conflict. I specifically call out Surprise as an obvious offender, as it is an area mostly left to DM fiat where the decisions are potentially devastating. [/QUOTE]
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Waibel's Rule of Interpretation (aka "How to Interpret the Rules")
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