I would venture to say that it's because if we only talked about verifiable facts, we'd have nothing to talk about. As someone who uses and sometimes generates market research data, I can tell you that it's really difficult to find hard information in many areas, even if you're a professional working in that area. As such we have to make reasonable guesses and inferences, which actually works quite well most of the time as long as you're not too biased by your own preconceived notions.
As such we have to make reasonable guesses and inferences, which actually works quite well most of the time as long as you're not too biased by your own preconceived notions.
Then you'd change them, I guess.what if, after analysis, you find that the thing that made them bad mechanics was that they too narrowly defined game, gave the players too much explicit control, and there were far too many of them? That's the case I think the designers believe themselves in.
I don't think that what you say is true of any of the systems I named - Rolemaster, Runequest, Burning Wheel or HeroWars/Quest - except perhaps the lattermost, which is mechanically very light and much more overtly story-oriented in its action resolution mechanics. The other three games all have far more gritty and "realistic" combat engines than D&D.I believe that the rigidity of those mechanics is the big question. When you pile on descriptor after descriptor, you define the play experience. This can be overdone, especially in a game like D&D with all its attendant mechanical baggage. Hence the "thrash metal" quote.
Consider the more narrative rpgs. Many of which have very defined, solid, mechanics that tell you very clearly whether you succeeded or failed. Many of which also have perfect numerical character balance. Several even operate without GMs at all. Very few of them actually define for you precisely "how" you succeed or fail.
The problem is...none of those game use mechanical baggage like HP, AC, Vancian magic, Classes, etc. They all start with the presumption that the mechanics will be simulating a story, so things like Narrative Causality often work and are more important than simulating a "realistic" combat.
This is true. And I think it goes back to the sort of experience the game is meant to deliver. But there's a long running counter-current in D&D play that says that punting responsibility for, and control over, the play experience to the GM can be a problem. To put it another way: narrative games (and the earlier hypersimulationist games like RQ and RM) are a controversial and perhaps narrow solution to a much more widely recognised problem.Obviously, narrative games aren't taking off in a really big way, so I'm not looking to see a whole mess of narrative stuff injected into 5e.
Consider yourself scolded!Sounds like they're trying to push back against rule-lawyers. I've gotten scolded a few times by a person or three here on Enworld because I'm a firm believer that a DM should always cheat to make sure rules don't get in the way of fun.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.