Common Sense in 5e

Post/Author/DateTimePost
#1

BoldItalic

Sep 18, 2014 11:15:58

We are expected, in 5e, to interpret the rules however we think is reasonable and not to let the rules get in the way of having fun at the table. Seems good to me.

 

Sometimes situations arise where the rules are unclear, or several rules might seem to conflict, and we have to decide somehow, on the basis of common sense. That's what DMs are for, after all.

 

Here's a trivial example: there were some large cobwebs in the roof of a cave about 25ft up and it was possible that a giant spider might be lurking there. The wizard cast Mage Hand, used it to take a lighted torch from the rogue and lift it up to the cobwebs to set fire to them. Now technically this was an attack on the cobwebs which Mage Hand isn't allowed to do, but common sense said "of course you can do it".

 

Do you have examples from play where common sense overruled RAW? Perhaps if we collect enough examples, something interesting might emerge.

 

I don't want this thread to degenerate into people arguing that other people were wrong, so please, just post your own examples rather than commenting on other peoples'.

 

 

#2

bawylie

Sep 18, 2014 11:41:00

When I DM off-grid and you attack or cast a spell, I assume you're targeting the creature or creatures most advantageous to target within a group. 

 

Ex, if there's 5 archers on a balcony and 3 on another balcony, I'm assuming you go for the 5. I assume you aim your effect to net the most possible monsters. 

 

If there are 5 Orcs in a squad and one is damaged, when you run up and attack that squad, I apply your damage to the Orc with the lowest HP. 

 

I employ target-assistance so we don't have to keep absolute position in mind as a table. 

#3

Devils-Advocate

Sep 18, 2014 11:48:24

bawylie wrote:
#4

arderkrag

Sep 18, 2014 12:12:34
I always assume that characters have their equipment ready, even while sleeping. Wizards have their foci or components within arm's reach, fighters have their armor on, etc. Fire spells ignite flammable substances and objects. Cold spells of sufficient design freeze liquids. Leaps from 1000 feet (for example) kill you. Flat out.
#5

Polaris

Sep 18, 2014 12:38:38

The problem is that "common sense" is:

 

1.  Not very common

2.  Often wrong

 

Now that said, I agree it's unreasonable to expect a rule for every edge case (down that road lies GURPS, HERO, and a game with so many rules it's almost unplayable), but on the other simple baseline rules or at least a firm guideline to make those rules should be available especially for new DMs.  Naturally we can ignore or change rules we don't like (that's always been true) but for something as fundamental as stealth and hiding (esp for a rogue), there shouldn't be a debate on if murderholes actually work [which a very reasonable reading of the stealth and hiding rules RAW indicate that murderholes can't work].

 

-Polaris

#6

Brock_Landers

Sep 18, 2014 12:46:51

BoldItalic wrote:
#7

Joe_the_Rat

Sep 18, 2014 13:31:37

Brock_Landers wrote:
#8

ChrisCarlson

Sep 18, 2014 13:37:13

Devils-Advocate wrote:
#9

Gnarl

Sep 18, 2014 14:05:56

Polaris wrote:
#10

NineInchNall

Sep 18, 2014 14:42:30

Gnarl wrote:
#11

spelley

Sep 18, 2014 14:50:59
Never understood the desire for strict Hiding rules. It is one if those things that are so context dependent that accurate rules would be this long list of exceptions and conditions. My facing rules are basically "looking at last target he interacted with unless otherwise stated and remembers where people were last time he saw them". So if you have a bad guy in between you, if you attack him from behind he is assumed to turn around to try and defend himself. He person he was facing previously must approach from some other angle to attempt to Hide (as he remembers where you were and thus is expecting it) and even that probably has caveats.
#12

Thank_Dog

Sep 18, 2014 15:18:47

No, you can't dual-wield hand crossbows.

#13

Shirebrok

Sep 18, 2014 16:09:23

"Common sense", IMO, can mean a number things. For example, are we talking about it from a metagame point of view ("No, you can't do that because it's abusing the rules."), or an in-world point of view ("There's nothing in the fiction preventing me from doing so.")?

 

 And let's not forget that what is considered "common sense" will vary a lot from one person to another, based on their personal experiences.

#14

Gnarl

Sep 18, 2014 16:17:48

NineInchNall wrote:
#15

Bud_the_CHUD

Sep 18, 2014 16:21:40

There's a couple of saying in the military: "Common Sense isn't always issued" and "Common sense isn't always common."

 

When it comes to a game, I'd rather have a good rule where GM A and GM B and GM C can all read it and get the same result, and leave their more creative energies to thinking up new and nifty encounters and sessions, instead of GM A and B and C all think up different results on the same question.   Or, for what I gleaned from browsing through the D&D 5th Edition rulebook at my LGS, Common Sense is what's used to deflect "these rules don't make sense/are broken."

 

Oh yeah, and anyone who says "You can't dual weld hand crossbows?"

 

https://www.youtube.com/watch?v=EflAV7-99FA

 

Duel weld and reload 'em, even.

 

Hell, you can reload a hand crossbow one handed.

 

https://www.youtube.com/watch?v=D6KKJTRRZ-8

 

Because common sense says that stuff's cool, and sometimes you gotta run your game on that.

#16

Thank_Dog

Sep 18, 2014 17:02:15

Bud_the_CHUD wrote:
#17

Noon

Sep 18, 2014 18:13:21

Common sense is generally bad science - no testing, just raw assertion that X would happen without trying to disconfirm the theory. Very few GM's seem to realise this.

 

Further the concept falls into a false binary - that you are either having fun or you are not having fun. That you can't have rules getting in the way of fun a little bit but it's still fun (which, rather like alchohol that has a bitter/not sweet taste, can become enjoyable in itself because sacarine gameplay (always raw fun) gets tiresome after awhile like sugery drinks do)

 

Further...wait, no, that's two disagreements so I'm already over budget by one...

 

Brock_Landers wrote:
#18

Wuzzard

Sep 18, 2014 18:49:40

One must use common sense in determining the extent of what common sense means.

#19

Chakravant

Sep 18, 2014 19:51:08

Wuzzard wrote:
#20

SleepsInTraffic

Sep 18, 2014 20:43:18
Some of it seems less based on common sense and more on not trying your best to destroy the system. Yeah you could carry a bag of rats to keep cleaving, or you could not be an insufferable rules lawyer and keep the fun rolling instead of trying to prove how you can break the system. Yeah yeah I get it that doesn't mean that whatever mechanic loophole you are executing doesn't exist and isn't broken. I get it... I also just don't happen to care. Heck depending upon how the group feels about it we may in fact let it happen. For instance there is a warlock spell/ability that gives temp hit points and people are saying that they will just start their day by killing a rat with the ability to get the temp hp. That seems entirely fine. Yeah you can show up to a sanctioned event and use a bag of rats trick to cleave through the entire fight every fight... Everyone there can also vote to exclude you. Its less common sense and more maintaining the social contract.
#21

Chakravant

Sep 18, 2014 21:13:06

The problem is that in this instance the social contract and common sense are one and the same.  If a player new to a table has only played in Monty Haul campaigns and another player new to the table only familiar with "Combat Vietnam", they have no common sense with one another.  They are familiar with signing different social contracts, and in a game that mechanically focuses on common sense rulings could be so unrelatable to each other that it could cause problems at the table.

 

Divorcing your mechanics from such relative, subjective minutia allows the table to come to a concensus about the rules, as opposed to everyone taking a subjective stance and arguing from their own entrenched positions.

 

It isn't about whether or not one person does or doesn't care.  It is about how it can impact the game as a whole.  The game as a whole is bigger than any one person's opinion or concept of common sense.  Shouldn't the game be built in part around that relatively easily proven premise?

#22

lawrencehoy

Sep 18, 2014 21:19:18

Thank_Dog wrote:
#23

Chakravant

Sep 18, 2014 21:38:45

Hand crossbows wouldn't be impossible to dual wield, but it would not be easy.  Small hand crossbows are easily pulled back by hand, so the use of a pair of typical crossbow cocking hooks would take care of a lot of those issues.  Likewise, these lower pound test crossbows have a much more limited range, so we're not talking about crossbows that use a lot of arcing shots.  Really, the biggest issue comes down to getting the bolts loaded.  I could see an expert alternating crossbows, cocking while holstering and quick bolt loading right before firing.

 

It seems at the edge of, but within, fantasy norms for me.  I'd make it a hell of a lot more "taxed" than giving it away in just one Feat though.  I'm talking more along the lines of a subclass dedicated to this kind of art.

#24

Brock_Landers

Sep 19, 2014 0:17:02

Noon wrote:
#25

Uchawi

Sep 19, 2014 0:38:11

Common sense is a means to an end, so some would use common sense to play the rules as written, while others would play the game for the experience and common sense would dictate the rules are malleable. What we can not agree on is the context of when it applies.

#26

Psikerlord

Sep 19, 2014 0:42:08

BoldItalic wrote:
#27

BoldItalic

Sep 19, 2014 1:37:50

All good responses, folks. Keep them coming 

#28

Chakravant

Sep 19, 2014 1:40:42

Of course, if there are no rules as written, then why are we buying the book to begin with?  An entire game that is simply a set of guidelines isn't a game.  Calvinball is extraordinarily fun, but I'd never buy Calvinball for Dummies.  Rulebooks are what they are for a reason.  Form follows function, after all.  They're not advicebooks.  D&D isn't a TTRPwhatever-you-want-it-to-be.  It is a game.  Games have rules.  This isn't rocket science.

#29

SilentSin

Sep 19, 2014 2:52:05

I reckon you could craft special hand crossbows to be able to reload while dual wielding them. If each has a rack of 3 or so bolts underneath that slots into the top of the other crossbow, you could place one on top of the other to insert a bolt then pull back in the same motion to have the rack load it, and possibly drop the next bolt to the bottom of the rack for the next time.

 

Also, touching a torch to a web is definitely not an attack. If it was, then any sort of contact with a stationary object is an attack so mage hand can't do anything.

#30

Ramzour

Sep 19, 2014 4:42:47

Whenever a situation comes up that makes sense in the story but happens to be contrary to the RAW, I side with the story almost every time. 

 

Examples:

Playing Lost Mine of Phandelver, and the party was in Cragmaw Castle. Since the castle is described as generally falling apart, with many caved in sections, the Heroes wanted to collapse part of the ceiling onto the monsters they were fighting. The Heroes worked together on this one. The Arcane Trickster Rogue used his whip weapon and his Mage Hand holding a crowbar. The Druid used his Thorny Vines cantrip spell. The cleric used her Thaumaturgy cantrip causing trembles in the stone walls. Due to their combined efforts, they managed to pull down a few sections of loose rocks on top of the BBEG. In the process it crushed some mooks and damaged the boss. Now that's some nice creative thinking!

#31

Noon

Sep 19, 2014 5:01:10

Psikerlord wrote:
#32

ClockworkNecktie

Sep 19, 2014 5:55:24

 

SilentSin wrote:
#33

ClockworkNecktie

Sep 19, 2014 5:58:02

Chakravant wrote:
#34

Thunaer

Sep 19, 2014 6:55:33

Ramzour wrote:
#35

ChrisTheS

Sep 19, 2014 7:53:24

Common sense says that if a vampire flashes her eyes at a superstitious lizardman, he'll be scared of her even if she isn't trained in intimidation.  It also suggests that if said vampire is also both a noblewoman and an archdeacon of a fairly rich church, that she'd be wearing jewelry that she can use to buy off a mercenary even though she doesn't actually have any money, per se.

#36

Gnarl

Sep 19, 2014 8:50:16

Chakravant wrote:
#37

Trance-Zg

Sep 19, 2014 9:29:27

lawrencehoy wrote:
#38

Chakravant

Sep 19, 2014 11:39:29

ClockworkNecktie wrote:
#39

Chakravant

Sep 19, 2014 11:51:24

Gnarl wrote:
#40

DemoMonkey

Sep 19, 2014 12:04:43

"Don't you think that might be a slight problem, especially when you're running hundreds of official games and actually want your game to be played in pick-up games at conventions?  How can you expect the same game to be played at the same table with 5E?"

 

You can't. More so, you shouldn't.

 

Exciting, isn't it?

#41

Gnarl

Sep 19, 2014 13:01:26

Chakravant wrote:
#42

BoldItalic

Sep 19, 2014 13:56:54

I think this thread is wandering off-topic a bit.

Do you have examples from play where common sense overruled RAW? Perhaps if we collect enough examples, something interesting might emerge.

 

I don't want this thread to degenerate into people arguing that other people were wrong, so please, just post your own examples rather than commenting on other peoples'.

#43

Gnarl

Sep 19, 2014 14:42:19

BoldItalic wrote:
#44

arderkrag

Sep 19, 2014 14:42:36
Sad that the first post asked people not to argue and half the damn thread has been "YOU CAIN'T DEFINE COMMON SENSE HUR HUR".
#45

Chakravant

Sep 19, 2014 16:03:48

DemoMonkey wrote:
#46

Chakravant

Sep 19, 2014 16:15:07

Gnarl wrote:
#47

ClockworkNecktie

Sep 19, 2014 16:30:05

Chakravant wrote:
(Reply to #45)

SleepsInTraffic

Chakravant wrote:
#49

Chakravant

Sep 19, 2014 16:50:52

ClockworkNecktie wrote:
#50

Chakravant

Sep 19, 2014 16:53:23

SleepsInTraffic wrote:
#51

Psikerlord

Sep 19, 2014 16:59:55

DemoMonkey wrote:
(Reply to #50)

SleepsInTraffic

Chakravant wrote:
#53

ClockworkNecktie

Sep 19, 2014 17:03:13

Chakravant wrote:
#54

Chakravant

Sep 19, 2014 17:12:08

SleepsInTraffic wrote:
#55

Chakravant

Sep 19, 2014 17:22:41

ClockworkNecktie wrote:
#56

ClockworkNecktie

Sep 19, 2014 17:31:02

Chakravant wrote:
#57

Gnarl

Sep 19, 2014 17:31:53

Chakravant wrote:
#58

Noon

Sep 19, 2014 17:40:04

Thunaer wrote:
#59

MechaPilot

Sep 19, 2014 17:50:53

Chakravant wrote:
#60

Chakravant

Sep 19, 2014 19:19:43

MechaPilot wrote:
#61

Orethalion

Sep 19, 2014 19:23:04

Chakravant wrote:
#62

Chakravant

Sep 19, 2014 19:38:09

Gnarl wrote:
#63

Chakravant

Sep 19, 2014 19:39:40

Orethalion wrote:
#64

ClockworkNecktie

Sep 19, 2014 21:36:51

Chakravant wrote:
#65

Orethalion

Sep 19, 2014 23:18:31

Chakravant wrote:
(Reply to #23)

Undrhil

Chakravant wrote:
#67

Chakravant

Sep 20, 2014 7:21:43

I apologize to BoldItalic directly for not being able to convince other posters to obey the directives they set forth in the very first post of this thread, very clearly asking for this thread not to degenerate into people arguing.  As I cannot control their behavior nor shame them into compliance, I will do what I can by leaving this thread now.

 

Again, my apologies for the actions of others.

#68

BoldItalic

Sep 20, 2014 8:59:09

@Chakravant

 

Apology accepted. Very noble of you.

 

 

#69

Ramzour

Sep 20, 2014 13:40:24

Thunaer wrote:
#70

Noon

Sep 20, 2014 18:18:43

One time I'd like to see someone ask for a vote from players (at the start of the campaign, just the once) on whether rules should be circumvented for story.

 

There'd be no harm in it if they want that, because they'd all vote yes.

 

But good GM's don't use votes, of course. They know better.

#71

sleypy

Sep 20, 2014 20:44:34

Noon wrote: