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Why are vague rules praised?
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<blockquote data-quote="Hussar" data-source="post: 6456766" data-attributes="member: 22779"><p>In the literal sense. Undefined as in the outcome is left to the players and the DM. Look at the Divine Intervention rules for Clerics in the Basic rules. The player asks for Divine Intervention, tells the DM what he wants to have happen, and rolls the dice. If the dice come up, the DM is instructed to interpret the request in a way that makes sense for the diety in question and give the results that benefit the character - i.e. no monkey's paw interpretations, although the exact results are left to the DM. It's pretty broad and vague, but, the intent is very clear and the results, while very much undefined, are given broad enough parameters that interpreting the outcomes aren't too difficult.</p><p></p><p></p><p></p><p>I can get behind that. Rules need to be flexible. Although, to be fair, DM's need to be able to step up too. The degree of hand holding that some people seem to want from the rules is rather astonishing. I would hope that the DMG puts in great big letters in the opening pages the idea that you, the DM, are responsible for the game and if you want to change things, go right ahead. I mean, sure, the rules say you need spell slots to create magic items. But, is the game broken by allowing ritual casters to craft? Probably not and it's a very obvious and easy house rule which DM's should be encouraged to make, if they want to.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6456766, member: 22779"] In the literal sense. Undefined as in the outcome is left to the players and the DM. Look at the Divine Intervention rules for Clerics in the Basic rules. The player asks for Divine Intervention, tells the DM what he wants to have happen, and rolls the dice. If the dice come up, the DM is instructed to interpret the request in a way that makes sense for the diety in question and give the results that benefit the character - i.e. no monkey's paw interpretations, although the exact results are left to the DM. It's pretty broad and vague, but, the intent is very clear and the results, while very much undefined, are given broad enough parameters that interpreting the outcomes aren't too difficult. I can get behind that. Rules need to be flexible. Although, to be fair, DM's need to be able to step up too. The degree of hand holding that some people seem to want from the rules is rather astonishing. I would hope that the DMG puts in great big letters in the opening pages the idea that you, the DM, are responsible for the game and if you want to change things, go right ahead. I mean, sure, the rules say you need spell slots to create magic items. But, is the game broken by allowing ritual casters to craft? Probably not and it's a very obvious and easy house rule which DM's should be encouraged to make, if they want to. [/QUOTE]
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