And once they did an adventure with lots of boats, they did an expansion of boat fighting rules.
Once the players know what they can do on a boat with 2 ballista and a mangonel, they’ll know that the Amnian frigate with 6 mangonels and a for and aft ballista “swivel gun” is something they can only engage with using very smart tactics.
I don’t think those rules needed to be in the core books in order to call the core books a complete, playable, game.
Likewise, I don’t think that the game needs to have specific rules for how to end a scene and move on to the next one, it just needs good pacing advice for DMs.
I think what I’m trying to get across is that this argument is what I mean in all those past threads where I argue with
@Campbell and
@Manbearcat and others about whether D&D 5e is a narrow or very broad game.
Procedural specificity helps run a specific kind of game. It doesn’t help, IMO, run a game where the next adventure could be a “second story job” at the top of a mile tall tower, which could easily end with a skyward chase on sky coaches weaving through the towers and bridges of Sharn, or could be a delve into an abandoned tower overrun by aberrant corruptions of goblinoids and drakes, where the floors of the tower can be moved by levers in a control room, and the matriarch of the aberrant drakes can call reinforcements repeatedly and eat other aberrations to heal herself, or a tourney that is really one facet of a much more complex heist wherein the mark is a high level participant of said tourney, or a trip to a character’s home to investigate a murder and look into the secrets of the church the PC is a Paladin of.