mrpopstar
Sparkly Dude
I play as close to the rules as written as possible because I think that’s most empowering to the players, but changing the rules as needed to fit what’s happening is a written rule, and I do use discretion in my role as the Dungeon Master to make calls that make sense if the core does not.I do think it's worth pointing out that WotC did deliberately design some of its rules to be vague as a means to empower their whole "rulings not rules" mantra. I've seen a number of people on sub-Reddits complaining how "rulings not rules" disproportionately affects the exploration and social pillars of the game. And we get lot's of information up-front in the DMG that the GM is not bound by the rules:
I will note that while this last quote says "to fight the players' roleplaying needs," a lot of approaches here often effectively advocate for "the GM's game, the GM's rules" in a way that ignores the part that follows.
How does one automatically succeed or fail? When are dice rolled? Does one have advantage or disadvantage? How does one get advantage? The GM decides using a ruling.
A lot about 5e D&D's design is all about a return to GM empowerment. The GM is given a LOT of leeway to change rules, make rulings, etc. So a typical game of 5e D&D is generally never played RAW. I think that this is why I often prefer talking about praxis in the case of D&D 5e while talking about RAW game design with a number of other games, including 4e D&D.
I guess I’m just satisfied with a great deal of what the written rules offer in terms of tools for adjudication.