The thing is, it depends entirely on the implementation of the rule.
Agreed, but I find people are not giving any benefit of the doubt, thus making their position circular. They have set out to prove that the rules
must work this way, and then refuse to ever see the rules as even possibly working some other way.
The example that was brought up was the Actor Feat, that allows you to Mimic other persons voices.
It is worded in a way, that makes it clear that without that feat, you can't mimic the speech of another person.
I don't at all see it that way. This is a guaranteed method, with predefined limitations. Anyone attempting to do this
without that feat will be either taking a greater risk (e.g., rolling with disadvantage or a penalty), or getting less out of it, or having to accept the good with the bad, etc. Maybe you need multiple hours to really practice your voice, and even then, people get advantage on their opposed roll to know the sound is faked. Nothing in this text says it
cannot be done. All it does is set out how it
does work for an expert trained in this fashion. Naturally, an untrained rube with a dream is gonna be
worse, but that doesn't make it impossible.
So anybody who took the actor feat would be rightly pissed, if another player could just make a "mimic speech" check now, because that is the main selling point of this feat.
If and only if they get
identical ability, yes. If you use the existing rule as a template for what full training does, you can then extrapolate what
untrained might look like. Each table, and possibly each individual instance, will come to slightly different expressions, but they'll all fit into a general shape because they're all riffing off the same source that identifies an upper ceiling that must be clearly avoided.
The "Arnesonian" space is not closed off. It is simply closed
at one end.
5E does both with rules. You have closed rules - like a halfings nimble ability "you can move through the space of any creature that is a size larger than you". Just by reading that, you know "oh, not being a Halfling means, I can't do that". There is also the general rule in the combat section, saying that you can "only move through a hostiles creatures Space, if it is 2 sizes larger".
The general rule precedes halfling. Halfling provides a special exception, explicitly. This is not an exclusionary rule that somehow is what prevents anyone else from doing what halflings do. Halflings
get to do a thing that was already impossible for anyone else.
A less obvious rule is everything about magic. There is no "negative" general rule that says "You can't do magic" - at least I didn't find one spelled out in the magic section of the 2014 basic rules. But just by having the current spellcasting rules it is clear that a character can't do magic, unless a feature grants him access to spellcasting.
Just by having the spellcasting rules in that form exist, made casting magic got impossible in the Arnesonian Space.
Except that I have already gone on record as saying I don't think that that is true, that I am willing to open negotiation for a magical effect under amenable or interesting conditions—they're just going to
always have something more, something the character (and, most times, the player as well) wouldn't like to deal with if they didn't have to.
Example: Player A's beloved and devoutly religious (but not magic-using) character Sam has just died. the party has no access to
revivify and is far too low level for
raise dear, so Sam is just dead. Player B's jaded, cynical, atheist character (also not a spellcaster) Pat, who has slowly, quietly become fond of Sam despite Pat's gruff manner and "I don't need
friends" attitude,makes a sincere, heartfelt plea: "If you're really there...if you really care about mortals like us...save Sam. Please. I...I didn't know how much I needed them."
There are
so many things I can do with this as DM. Perhaps I ask for a roll, perhaps I don't. If I do ask for one, a bad roll might not even mean the request fails....it might instead mean that someone
other than Sam's deity has answered the prayer, setting up a juicy conflict for later. Or it might mean that Sam comes back kind of wrong (now undead or partially undead). Or it might mean Sam's soul is now stuck in a custody battle between two deities who both now have some claim.
If I don't ask for a roll, that most likely means I'm going to do what Dungeon World does with
Defy Danger partial successes: offer "a worse outcome, hard bargain, or ugly choice."
Had Pat been a Cleric or had a scroll of
revivify, there'd be no need for any of this. Sweet and simple. No fuss, no muss, just instant back in the action (well, sort of,
revivify leaves you at 1 HP, IIRC.) Trying to call upon the favor of the gods when you have no training is
dangerous and draws all sorts of attention you absolutely do not want to draw. That's why people don't do it, and especially not for minor or trivial things. But many of the gods love a good drama, and little is more dramatic than an answered prayer in one's most desperate hour of need.
Even the existence of magic rules does not negate negotiation. It simply sets a ceiling for what can be done, and a floor for what price must be paid.
And answering prayers for Non-Clerics would rightly upset Cleric Players, because they only get the feature at level 10 and only a 10% chance at that level.
Only if you do it wrong. Divine Intervention is cost-free. Begging the gods for aid in your darkest hour is
absolutely not going to be cost-free. That's a cost that may define a campaign!
So again, all the God-Player interaction is deep in Gygaxian Space and closed of the Arnesonian Space and limited to High-Level clerics.
Nope. It is only there if you decide that the existence of a rule
makes it impossible to negotiate...which means your argument is circular.