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Why are vague rules praised?
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<blockquote data-quote="MechaPilot" data-source="post: 6456639" data-attributes="member: 82779"><p>When you say "undefined results" do you mean that in the literal sense of the outcome being undefined, or do you meant that in the sense of the intent being undefined. I am fine with the former, while I think the latter is irritating.</p><p></p><p></p><p></p><p>I also think unnecessary specificity isn't great either. Just look at the magic item creation rules. You must be a spellcaster who uses spell slots to create magic items. That automatically cuts ritual casters, magic initiates, and non-casters out of the crafting game even if they were to use special materials like dragon's blood or medusa eyes in the crafting. It also clashes unnecessarily with the spell point variant offered by that same book.</p><p></p><p>The use of "must" instead of "may" doesn't help a DM explore other options. It points a way down a narrow path instead of broadly showing someone the horizon.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 6456639, member: 82779"] When you say "undefined results" do you mean that in the literal sense of the outcome being undefined, or do you meant that in the sense of the intent being undefined. I am fine with the former, while I think the latter is irritating. I also think unnecessary specificity isn't great either. Just look at the magic item creation rules. You must be a spellcaster who uses spell slots to create magic items. That automatically cuts ritual casters, magic initiates, and non-casters out of the crafting game even if they were to use special materials like dragon's blood or medusa eyes in the crafting. It also clashes unnecessarily with the spell point variant offered by that same book. The use of "must" instead of "may" doesn't help a DM explore other options. It points a way down a narrow path instead of broadly showing someone the horizon. [/QUOTE]
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Why are vague rules praised?
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