Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Why are vague rules praised?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Majoru Oakheart" data-source="post: 6452423" data-attributes="member: 5143"><p>To me it's a matter of being able to adapt rules to the specific situation. Over the last 2 editions my players have REALLY gotten used to the idea that the rules are set in stone, the DM isn't allowed to change them.</p><p></p><p>If a spell says "does 2d4 points of damage to a target creature" and a DM ruled that you could use it on a door, at least one of our players would get very angry. The rules say "target creature" and the DM was breaking the rules by ruling it worked on objects.</p><p></p><p>If the rules said "opening a door is a minor action" and the DM said "I'm going to say that if you are trying to do that with your hands full it will take your standard action for this round" SOMEONE would complain about how the DM was out to get them and wasn't following the rules properly.</p><p></p><p>Really strictly written rules get people into the mindset that the rules cover EVERYTHING and that anything the rules don't cover simply isn't allowed.</p><p></p><p>One time I decided to make up an NPC on the fly with about 10 seconds worth of notice. So, I made up an AC and some hitpoints and a bonus to hit and started combat. When the PCs found out his AC through trial and error one of them started doing the math and figured out that his AC was wrong by 1 point since I had guessed rather than calculated it. I tried to tell them that it was just a bonus from his skill. They asked me exactly what feat he had that provided that bonus and which book and page number it was on so they could look it up. When I eventually relented and said "I just made up his AC, it wasn't based on any rules at all. I just picked an AC that sounded like it would be challenging to you." Then the group said "Well, in that case, I hit it last round because its AC was one lower!" I tried to explain that even though I made it up, I didn't regret it and its AC was going to stay the same and I certainly wasn't going back multiple rounds to retroactively apply damage. My players were not happy about that. The rules were the rules and they needed to be followed precisely.</p><p></p><p>I prefer rules to be written a little bit more vaguely to allow for DM interpretations. I like them to be more vague to encourages players to be in a mindset of the rules being there to help imagine the story but the story determines the rules rather than the other way around.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6452423, member: 5143"] To me it's a matter of being able to adapt rules to the specific situation. Over the last 2 editions my players have REALLY gotten used to the idea that the rules are set in stone, the DM isn't allowed to change them. If a spell says "does 2d4 points of damage to a target creature" and a DM ruled that you could use it on a door, at least one of our players would get very angry. The rules say "target creature" and the DM was breaking the rules by ruling it worked on objects. If the rules said "opening a door is a minor action" and the DM said "I'm going to say that if you are trying to do that with your hands full it will take your standard action for this round" SOMEONE would complain about how the DM was out to get them and wasn't following the rules properly. Really strictly written rules get people into the mindset that the rules cover EVERYTHING and that anything the rules don't cover simply isn't allowed. One time I decided to make up an NPC on the fly with about 10 seconds worth of notice. So, I made up an AC and some hitpoints and a bonus to hit and started combat. When the PCs found out his AC through trial and error one of them started doing the math and figured out that his AC was wrong by 1 point since I had guessed rather than calculated it. I tried to tell them that it was just a bonus from his skill. They asked me exactly what feat he had that provided that bonus and which book and page number it was on so they could look it up. When I eventually relented and said "I just made up his AC, it wasn't based on any rules at all. I just picked an AC that sounded like it would be challenging to you." Then the group said "Well, in that case, I hit it last round because its AC was one lower!" I tried to explain that even though I made it up, I didn't regret it and its AC was going to stay the same and I certainly wasn't going back multiple rounds to retroactively apply damage. My players were not happy about that. The rules were the rules and they needed to be followed precisely. I prefer rules to be written a little bit more vaguely to allow for DM interpretations. I like them to be more vague to encourages players to be in a mindset of the rules being there to help imagine the story but the story determines the rules rather than the other way around. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Why are vague rules praised?
Top