Actually, doing things outside the box is pretty much terrible for the game in every way.Ice9 wrote:Maybe if poorly implemented they're bad, but they need to be there for the game not to suck. A system where you can't do anything outside the box could be the most perfectly balanced, streamlined system ever - and I would still have no interest in playing it.Actually, all of those things are bad for the game. Very bad.
It's like you've got a car, which a bit rusty, has engine problems, and is unsafe at high speed. Not ideal. But fixing the problem by removing the wheels makes the car useless. Even if you then rebuild the rest of it into prime condition.
For example, if there were rules for throwing scenery, that would be good. If there were no rules for throwing scenery, it would be a DM fiat activity, and judging eagle and myself would be master scenery throwers, and crissa's identical character would suck (I have to take JE's word on this. Maybe his DM is really easy to manipulate?)
The point being that, activities which are:
1) unpredictable by the player before announcing them
2) subject to the players descriptive or coercive powers
are inherently destructive of the game.
What you are actually asking for is that instead of Rogues getting sneak attack "when dex is denied" and "when the target is flanked" with "whenever the player can convince the DM he should get it."
So you will create systems in which JE plays a Rogue and evocatively describes running up to someone and pushing up on their chin to sneak attack them, tying it to his personal experience.
Meanwhile, Crissa plays a rogue that never gets SA, because she attempts to get sneak attack based on a method she thinks should work, quickdrawing weapons, but the DM disagrees and her entire character is totally worthless.
Player agency is the primary conceit of a an actual game. And agency does not just me taking actions, it means making choices based on accurate judgments of the effects of your future actions.
If you have a feat called quick draw that is taken at character creation, whether or not quick drawing results in SA can not be left to the decision of the DM after the fact, it must be spelled out in the game.
In 2e, Str 25 giving you a no save, easy attack role helpless condition every round is something that damn well has a huge effect on player agency. If that's in the rules, people can build their characters knowing it exists. If it's not in the rules, people cannot, and player agency is destroyed.
TL/DR: Every time you cast a spell in D&D, you are performing an action that is codified in the rules, but can be used for outside the box thinking. Everytime you bullshit your DM into letting you throw a table as an AoE trip, you are punching the other players in the eye and telling them that they can never do the things you can do.