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General Tabletop Discussion
*Dungeons & Dragons
Why are vague rules praised?
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<blockquote data-quote="Oofta" data-source="post: 7793208" data-attributes="member: 6801845"><p>No offense taken, I just completely disagree. It's far, far better to have a foundational structure that I can add to as a DM than a highly structured rule-set that I have to remove things from.</p><p></p><p>Let's take the poster child of vague rules: stealth and hiding. I don't want to start up another conversation about it, but it's a good example of the 5E philosophy.</p><p></p><p>There was a podcast a while back with Mr Crawford where he discussed this. At one point, they had detailed rules that went on for a page or two trying to cover every option. They decided to throw them out because no matter how much you try to clarify something, there will always be edge cases. The more edge cases you try to cover, the more time people end up discussion minutae and the more clarification needed.</p><p></p><p>So we have "vague" rules. The way stealth is handled can be flexible and largely based on circumstances and personal preference of the group. No more flipping through books looking for the specific scenario as described in Xanathar's Guide to Stealth. Or just as bad, applying the rule as written and having everybody at the table going "how the heck does that work?" because it doesn't fit the theme and style of campaign you're running.</p><p></p><p>With 5E I can have two different campaigns that feel completely different. Standard fantasy novel? Not much tweaking necessary. Anime/cartoon game? Sure just be a bit more lenient. Gritty? There's some optional rules in the DMG on that and I have a handful of house rules.</p><p></p><p>Just my two coppers.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7793208, member: 6801845"] No offense taken, I just completely disagree. It's far, far better to have a foundational structure that I can add to as a DM than a highly structured rule-set that I have to remove things from. Let's take the poster child of vague rules: stealth and hiding. I don't want to start up another conversation about it, but it's a good example of the 5E philosophy. There was a podcast a while back with Mr Crawford where he discussed this. At one point, they had detailed rules that went on for a page or two trying to cover every option. They decided to throw them out because no matter how much you try to clarify something, there will always be edge cases. The more edge cases you try to cover, the more time people end up discussion minutae and the more clarification needed. So we have "vague" rules. The way stealth is handled can be flexible and largely based on circumstances and personal preference of the group. No more flipping through books looking for the specific scenario as described in Xanathar's Guide to Stealth. Or just as bad, applying the rule as written and having everybody at the table going "how the heck does that work?" because it doesn't fit the theme and style of campaign you're running. With 5E I can have two different campaigns that feel completely different. Standard fantasy novel? Not much tweaking necessary. Anime/cartoon game? Sure just be a bit more lenient. Gritty? There's some optional rules in the DMG on that and I have a handful of house rules. Just my two coppers. [/QUOTE]
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Why are vague rules praised?
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