View Full Version : D&D 5e/Next Game Design: Intentionally Vague Rules?
Oramac
2022-10-24, 11:20 AM
Pretty much what the subject says. Are there any rules in 5e that you believe were left intentionally vague or ambiguous? Which ones? Why? Is this a good thing?
I have my own thoughts, but I want to see what the hive mind has to say first.
PhantomSoul
2022-10-24, 11:23 AM
Wouldn't it be easier to try to find where explicit and clear rules are in 5e? xD
GalacticAxekick
2022-10-24, 01:04 PM
Nope
Besides advantage and disadvantage being something the DM can arbitrate, every ruling is pretty straightforward as written.
MrStabby
2022-10-24, 02:05 PM
Inspiration... DCs for skill checks. Some stealth stuff. A lot of social stuff is open ended.
A lot of stuff is so open ended we don't even realise it - when we see a rule we see the limitations of the rule and what isn't covered. When we don't see a rule at all we don't have the prompt to think that.
Almost all skill checks are left intentionally vague. Stealth was intentionally vague so that people with different views of how Stealth worked could all say "this is what I want" - you could read the original like 4e stealth or like 3e stealth or like OD&D stealth depending on your biases.
Monster CR was written to be "build the monster, then judge how strong it is" as a defence against the 4e "monster formula" backlash. This confused a bunch of people, and I believe was intentional. I'm not sure if Vague is the right term.
Magic items - how to get them, their prices, etc - was left vague. Explicitly in some cases.
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