Monday, October 7, 2024

Rules Aren't Knots

[This post exists for Josh to be able to cite. Feel free to do likewise.]

This is actually one of my favorite passages in a 5E text and I want to explain why:


Like, first of all, this is kind of a cute rule, right? Like oh hey that's clever, instead of a binary pass/fail, the result of your check becomes the DC to untie the knot. That's smart. And you reassign Sleight of Hand to the Intelligence attribute instead of Dexterity because it makes more sense. That's a nifty bit of design.

But more importantly, it's not actually included because 5E thought you needed a mechanic for this. It's an illustrative moment to remind you that 5E was intended to be a game that thrives on "rulings over rules," that you should be thinking of creative ways to apply the core mechanic on a case-by-case basis. This idea is stated outright in the PHB and the DMG both, but then also again right here in Xanathar's Guide. They felt the need to include a reminder doubling down on it, by way of a good example.

Rules aren't knots. Rules are rope. A good DM should know how to use rope, because DMing is an adventure in itself.


-Dwiz

2 comments:

  1. This is a bit complicated for me. Can't we just make it a DC 10 Dexterity (Sleight of Hand) check and call it a day?

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