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Main => 40K Rules and Questions => Topic started by: TheGreatAvatar on May 24, 2005, 09:27:46 PM

Title: How to Have an Intelligent Rules Debate
Post by: TheGreatAvatar on May 24, 2005, 09:27:46 PM
How to Have an Intelligent Rules Debate

Section 1. The Goal
"Facts are stubborn things; and whatever may be our wishes, our inclinations, or the dictates of our passion, they cannot alter the state of facts and evidence." - John Adams

In any intelligent rules debate, the goal is to determine what the rules actually say. A rules debate should not help you win more games or find exploitable rules. It should allow you to feel confident that you are not breaking any rules, and thus (unintentionally) cheating your opponent.

Section 2. The First Principle
"Testimony is like an arrow shot from a long-bow; its force depends on the strength of the hand that draws it. But argument is like an arrow from a cross-bow, which has equal force if drawn by a child or a man." - Charles Boyle

The First Principle of an intelligent rules debate is simple: “Break No Rule.” In every situation, we should strive to follow this principle. If rules appear to conflict each other, there are three possible causes. First, that one rule is more specific, and thus overrides the more general rule. Second, that one rule limits the other. Third (and thankfully, most rarely), the rules are actually in conflict, and it is up to the players to come up with a mutually agreeable solution.

Section 3. The Method
“It is the mark of an educated mind to be able to entertain a thought without accepting it.” - Aristotle

First, create an argument. The most applicable type of argument to make for YMDC is a deductive argument. A deductive argument consists of premises that provide a guarantee of the truth for a conclusion. The premises support the conclusion so strongly that if the premises are true, it is impossible for the conclusion to be false.

Premises
For the sake of organization, number your premises. Premises should be largely based on rules. Sometime the rules won’t cover the issue, but if there is a related rule, it’s a good idea to include it in a premise. Be sure to provide page numbers or quotes.

Conclusion
This is your stance. Be sure that your premises support it and that they support no other conclusions, or the opposing side isn’t going to have much of a problem refuting.

EXAMPLE
Question: Can you ignore a large target to shoot at a smaller target further away?

Premise 1: Grey Tome, p19 "...you must pass a Leadership test if you want a unit target any enemy unit other than the closest."
Premise 2: Grey Tome, p19 "Exceptions: Units are always able to ignore targets which cannot be fired on (units with all models engaged in close combat, for example) and units that are falling back (see the Morale section for more on this)."
Premise 3: Grey Tome, p19 "...when it comes to choosing a target you can declare that your unit wishes to target enemy vehicles, artillery, and monstrous creatures (these are the only unit types you can target this way, collectively referred to as 'Large Targets') If you choose to target Large Targets then other units can be ignored in terms of determining the closest target. A leadership test is still required to target anything other than the closest Large Target."

Conclusion: You may not ignore a large target to shoot at a smaller target further away, because smaller targets are not among the exceptions made to the target priority rules.

Simple enough, isn't it?

Section 4. Refute the Argument, not the Arguer
“I was not making fun of you personally; I was heaping scorn on an inexcusably silly idea -- a practice I shall always follow.” - Lt. Colonel Dubois, Starship Troopers

When refuting an argument, always remember that you are refuting the argument, not the arguer. The same applies to the arguer; remember that while the responses to your arguments may include scorn and derision, they should be directed towards the flaws in your argument, and should be taken as such. In other words, don't take any argument personally. If you feel you are being personally attacked, then notify a moderator.

Section 5. Refuting an Argument
"To repeat what others have said, requires education; to challenge it, requires brains." - Mary Pettibone Poole, A Glass Eye at a Keyhole

There are basically two ways to refute a deductive argument.

#1 - Disprove a premise. If a premise is shown to be false, then it can’t lead to the conclusion. Be sure to reference the specific premise you are disproving. Use the numbers he provided.
#2 - Show that the premises don’t lead to the conclusion. This is usually a bit trickier, but a conclusion can’t stand if it’s based upon improperly applying premises.

…And that’s basically how you have a rules discussion. One side makes an argument, the other refutes, and they go back and forth until one side proves their case. In all rules disagreements, at least one side will almost always be wrong. If you're proven wrong, admit it and move on. You'll gain far more respect for admitting to an error than you will for stubbornly holding to an unsupportable position.

In those rare circumstances where both parties are right...congratulat ions, you've discovered a loophole in the rules. Now you know what you may need to discuss with your opponent before a game, in order to avoid an argument during the game.

** end part 1 **

(From DakkaDakka: Written by Mauleed. Edited/Revised by Centurian99)
http://www.dakkadakka.com/Forums/tabid/56/forumid/15/postid/6158/view/topic/Default.aspx (http://www.dakkadakka.com/Forums/tabid/56/forumid/15/postid/6158/view/topic/Default.aspx)


** updated link 8/21/7 tga **
** updated link 5/22/6 tga **
Title: How to Have an Intelligent Rules Debate (part II)
Post by: TheGreatAvatar on May 24, 2005, 09:31:05 PM
How to Have an Intelligent Rules Debate (part II)

Appendix A: Common Argument Mistakes
”In my experience, if you can not say what you mean, you can never mean what you say. The details are everything.” - Centauri Minister of Intelligence Durano, Babylon 5

A-1. Misquoting a Rule
Exact wording is important. If the exact wording of a rule doesn’t support your premises or conclusion, it’s going to be pretty simple for the opposing side to refute.

A-2. Forgetting That the Specific Overrules the General
The rules are written so that a more specific rule supercedes a general rule. If your argument fails to take more specific rules into account, then your argument is flawed.

i.e. the general rule states that units cannot regroup if below 50%. But space marines follow And They Shall Know No Fear, which allows them to regroup even when below 50%. That rule is more specific because it applies to a smaller group or more specific situation.

A-3. Drifting Off the Topic at Hand
It’s important to stay on topic, because while similar situations are interesting and sometimes worthy of note, they have no inherent ability to support or refute this type of argument. If you do reference a related, but different, situation, be sure to note that they are merely conversation.

i.e. Farseers from Codex: Eldar are independent characters that fight in assault separately from their retinue or any squad they have joined. It does no good to point out that Farseers in an Ulthwe Seer Council do not fight separately, because Ulthwe Farseers are not Independent Characters, and thus not germane to the topic of Independent Characters fighting in assault.

A-4. Offering Up Something That is Not a Rule as a Rule
What is a rule? This is an area where people commonly get confused. Rules are limited to:
• The Big Red Book (BRB) (40K Main Rulebook/Assault on Black Reach Rulebook)
• Army Codices
• 40k V5 FAQs published on the website:
http://www.games-workshop.com/gws/content/article.jsp?categoryId=600005&pIndex=1&aId=3400019&start=2 (http://www.games-workshop.com/gws/content/article.jsp?categoryId=600005&pIndex=1&aId=3400019&start=2)
• Anything with a Chapter Approved Stamp not marked Trial, Experimental, etc.
• Other Official Rulebooks

What isn’t a rule? Lots of things seem like rules, but really are not. Here’s some of them:
• Rulezboyz do not create rules. GW doesn't pay someone to be a "Rulezboy," they pay someone to stock shelves, or take phone orders. In their spare time they answer the Rulesboyz e-mail account. They're not experts on the rules. They're often wrong. And if you ask them the same question three or four times, it’s not unheard of to get three or four different answers. If your argument includes any reference to a Rulezboy, you’ve just refuted yourself. Redshirts (i.e. staff at GW stores) fall into this same category.
• Posts from the Eye of Terror (or any other forum on the Internet, for that matter) are not official. They’re interesting and there’s nothing wrong with following them in common practice, but they are not rules, regardless of the alleged source.

A-5. Intent Arguments
While interesting, discussing the “Designers’ Intent” will never help you in a rules discussion. Why? First, intent of a single designer and what may actually end up in print are never guaranteed to be the same. GW has no policy against routinely changing the same rule back and forth repeatedly. Second, it’s impossible to know intent. Unless you’ve got ESP, or the rule’s author is in the discussion, you’re just guessing at intent. Intent can be very simply refuted with an, “I don’t agree,” and the conversation ends, as neither side can prove its case for intent.

A-6. Conflicts With Another Rule
If you’ve provided a set of premises that support your argument, but they are in conflict with another rule, your argument will not hold. It’s important to remember to Break No Rule.

i.e. Raptors can be given the Infiltrate veteran skill. However, in a mission that includes Escalation, although the rules say that models with Infiltrate may deploy after all other units have deployed, Raptors are classified as Jump Infantry, and thus may not deploy due to the Escalation rule.

A-7. ”The rules don’t say I can’t!”
This is the most annoying argument ever made. If you’ve been forced to resort to it, your argument is immediately false. The rules don’t say I can’t place my models back on the board after you’ve killed them and use them next turn, but that doesn’t mean I can do it. The rules system is permissive: this means you may only do things you are expressly allowed to do or that the rules imply you can do. You are not allowed to do anything else.

A-8. ”That’s Not How it Works in the Real World!”
Real world arguments are immediately irrelevant. This is a game of abstractions, and whether or not those abstractions make any sense, the rules depend on them to function. As an aside, these arguments are often flimsy at best anyway. These are games of Science Fiction and Magic. To make arguments that ray guns and mind bullets would work in a certain manner in the real world is silly.

A-9. Committing a Logical Fallacy
A logical fallacy is an error in reasoning. Basically, if an argument includes a logical fallacy, the premises do not support the conclusion reached. Some logical fallacies are specified above, but using any logical fallacy will weaken and facilitate the refutation of your argument. For more information on logical fallacies, here are some websites that examine them in greater detail.


Appendix B: What to Do When the Rules Don’t Cover It?
”Foolproof systems don't take into account the ingenuity of fools.” - Gene Brown

At this point we are in uncharted territory, and there may in fact be no definitive answer. But since we are playing a game, we’ll need an answer that provides us with enough functionality to actually play the game. So we must strive for a solution, but we must also realize that the solution we find does not have the weight of the rules behind it.

When the rules don’t actually give us an answer, you can’t create a deductive, rules based argument on how something should be played. In this case, strive to follow the ideal of “Break No Rule.” Find a way of playing out the situation that doesn’t actually break any rules. This may require doing something the rules don’t specifically outline, but if the game will stop without taking some action, then this is probably the best course of action.

But what if this can’t be done? What if you can’t follow all the rules because they conflict on a point? In this case, you must simply strive to find a solution that makes the most sense and causes the least amount of disagreement. Thankfully, these cases are rare, and can usually be resolved either by mutual agreement, or by rolling a d6 and playing on.

Appendix C: On Rules Ethics
“Man is the only animal that blushes. Or needs to.” - Mark Twain (Samuel Clemens)

When we discuss rules, it may not always be clear which argument has weight. If you have any question, or you have any doubt in a claim, there is a simple system to follow to ensure you get yourself into the least amount of trouble and make the least amount of people unhappy:

If there is equal weight, choosing the option that gives the action taker less advantage is the more ethical choice.

So if the rules may or may not allow you to take a specific action that has an impact on the game, don’t take it. But it’s important that this is only reserved for situations where there is a legitimate grey area. Simply because some people might not see or understand an argument doesn’t make that argument false, so you must choose carefully when this applies. And remember, the onus is on the person taking the action. If you don’t stop your opponent from taking advantage of a shaky rule, or at least discuss it, then you’re just letting yourself be taken advantage of. But if he's got a good argument, be prepared to let him take the action.

Conclusion:
“Arguing is one of life's great pleasures, even if you have to argue with yourself. Course, I could enjoy the other side of that argument, too.” - Walter Slovotsky, as written by Joel Rosenberg

Remember, the ultimate goal is not to win more games or find rules to exploit. It’s simply to determine what the rules actually say so that we can feel confident that we aren’t breaking any of them.


(From DakkaDakka: Written by Mauleed. Edited/Revised by Centurian99)
http://www.dakkadakka.com/Forums/tabid/56/forumid/15/postid/6158/view/topic/Default.aspx (http://www.dakkadakka.com/Forums/tabid/56/forumid/15/postid/6158/view/topic/Default.aspx)


** updated 7-3-9 tga (removed dead links an updated some of the text) **
** updated 8-21-7 tga **
** updated 5-22-6 tga **
Title: Re: How to Have an Intelligent Rules Debate
Post by: TheGreatAvatar on May 24, 2005, 09:36:59 PM
I found this one Dakka Dakka I was given permission to repost it here.

The text is all done by Mauleed and Centurian99 from http://www.dakkadakka.com/Default.aspx?tabid=93&forumid=15&postid=6158&view=topic (http://www.dakkadakka.com/Default.aspx?tabid=93&forumid=15&postid=6158&view=topica).  I formatted for fit and style for this forum.  Any editting error are most likely mined due to c&p issues.

I thought it to be a nice basis for having rules discussions.



** 5-22-6 update link tga**
Title: Re: How to Have an Intelligent Rules Debate
Post by: Gotchaye on May 24, 2005, 10:51:29 PM
Question

Where, as a general principle, do we stand as a forum on the spirit of the rules versus their letter?  Taken another way, how much of a rules lawyer should we be in interpreting said rules?
Title: Re: How to Have an Intelligent Rules Debate
Post by: Ghaz on May 25, 2005, 12:14:47 AM
Question

Where, as a general principle, do we stand as a forum on the spirit of the rules versus their letter? 

Unless you're psychic, how can you know what the 'sprit' (ie, the intent) of the rules are?  Simply put, unless the game designer tells us what his intent was when a particular rule was written you can't know what the 'spirit' of a rule is.  You may have an 'opinion' on how a rule should be interpreted, but trying to use the 'spirit' of the rules as a valid argument is a load of BS.
Title: Re: How to Have an Intelligent Rules Debate
Post by: LiveFromHell on May 25, 2005, 12:25:18 PM
Usually that's true.  But, there are certain circumstances where it's fairly clear what the rule is meant to be, but was written poorly enough to allow enough leeway for intelligent people to infer another meaning.

There was a debate of this nature on the GW boards a ways back about whether or not you can remove casualties from rapid fire from within 24" instead of 12".  Like the other legal language debates that had occured before it the answer was added to the FAQ on the GW messageboards.  It's quite obvious that rapid fire weapons are "meant" to have a 12" kill zone, but since it doesn't state that the actual range of a rapid fire weapon changes to 12" when fired someone decided there was cause enough for debate.

Generally speaking, the people who actually write these codexes and rule books are NOT rules lawyers.  They make quite a few errors, and leave alot of leverage for debate.  Problems occur when people try to be specific to the very letter of what's written, when it's fairly obvious that it was poorly put together.

With the change from 3rd to 4th edition there have been alot of these little legal language issues.  They mostly stem from poor, inconcise wording and get blown way out of proportion when the rule itself get's debated.

To make sure it stays a game, and not a court hearing, a player should worry more about making sure that both he and his opponent have fun and stay within "the spirit" of the game, than he should worry about sucking every little bit of advantage from every possible loophole in the codex dry in an attempt to make sure his army has the advantage.

Just my opinion I guess.
Title: Re: How to Have an Intelligent Rules Debate
Post by: TheGreatAvatar on May 25, 2005, 01:24:52 PM
Usually that's true.  But, there are certain circumstances where it's fairly clear what the rule is meant to be, but was written poorly enough to allow enough leeway for intelligent people to infer another meaning.

There was a debate of this nature on the GW boards a ways back about whether or not you can remove casualties from rapid fire from within 24" instead of 12".  Like the other legal language debates that had occurred before it the answer was added to the FAQ on the GW messageboards.  It's quite obvious that rapid fire weapons are "meant" to have a 12" kill zone, but since it doesn't state that the actual range of a rapid fire weapon changes to 12" when fired someone decided there was cause enough for debate.

Generally speaking, the people who actually write these codexes and rule books are NOT rules lawyers.  They make quite a few errors, and leave alot of leverage for debate.  Problems occur when people try to be specific to the very letter of what's written, when it's fairly obvious that it was poorly put together.

With the change from 3rd to 4th edition there have been alot of these little legal language issues.  They mostly stem from poor, inconcise wording and get blown way out of proportion when the rule itself get's debated.

To make sure it stays a game, and not a court hearing, a player should worry more about making sure that both he and his opponent have fun and stay within "the spirit" of the game, than he should worry about sucking every little bit of advantage from every possible loophole in the codex dry in an attempt to make sure his army has the advantage.

Just my opinion I guess.

I agree to a point.  The spirit of the game, after all it IS only a game, is to have fun and enjoy the company of your opponent for a few hours.  However, there are rules so BOTH sides understand what is accepted play in the course of a game.  The vast majority of the rules are clear cut (despite the hundreds of hours spent bad-mouthing GW).  Some are grayish and others are just down right confusing.  When debating the interpreting of a rule, arguments need to be objective and provable.  The "intent" or "spirit" of a rule is subjective and proving it, outside the author himself providing input, is difficult at best.

I understand your position, though.  Sometimes you can see past the fogginess of the rule to understand what is meant not what is said.  However, all to often "intent" of the rule is used as a counter argument with no further proof.  These "debates" tend to degenerate into highly subjective arguments with no basis of logic.  A good example is the current thread on psychic powers.  (Please, this isn't the place to debate it, it's just an example!)  The vast number of posts are related to the "intent" of the rules.  Valid arguments either for or against the topic are lost due to the enormous amount of posts attempting to infer the intent of the rules instead of debating the rules themselves. 

When debating the rules I think some people forget we are just playing a silly little game that costs a fortune to play.  Maybe one of the requirements for debating a rule should be: "All debates must start with 'Premise 0: 40k is just a game.' and conclude with '40k is just a game.".
Title: Re: How to Have an Intelligent Rules Debate
Post by: LiveFromHell on May 25, 2005, 01:35:32 PM
Agreed.
Title: Re: How to Have an Intelligent Rules Debate
Post by: Arcas on May 25, 2005, 03:31:31 PM
...and stickied.
Title: Re: How to Have an Intelligent Rules Debate
Post by: Ghaz on May 25, 2005, 10:38:50 PM
But, there are certain circumstances where it's fairly clear what the rule is meant to be, but was written poorly enough to allow enough leeway for intelligent people to infer another meaning.

And again, that is still just your opinion on the rules.  You have no way of knowing that is not what the designer intended, no matter how badly written you think the rule is.
Title: Re: How to Have an Intelligent Rules Debate
Post by: LiveFromHell on May 26, 2005, 02:51:55 PM
You obviously haven't seen some of the debates over legal language on the GW boards.  In each case there is a dispute over some poorly written section of the 4th edition codex, and someone wants to argue that such bad wording creates a rule that is obviously not "supposed" to be there.

An example is the debate that occured over rapid fire range.  While it never states that the actual "range" of a rapid fire weapon changes to 12 inches, it's common sense that when you shoot a unit using rapid fire, your opponent must remove models from that unit that are within 12 inches of the model doing the shooting.

I'm quite certain that i'm not describing the debate with the clarity that I should be, but if you're interested in understanding what the question was a simple search of the gw boards on rapid fire will probably turn the posts up.

Certain rules that are not stated specifically enough leave themselves open for debate, and I still assert that if one is in posession of basic common sense it's apparrant what the rule is "supposed" to mean.
Title: Re: How to Have an Intelligent Rules Debate
Post by: Ghaz on May 26, 2005, 10:29:31 PM
You obviously haven't seen some of the debates over legal language on the GW boards. 

I'm a regular on Dakka Dakka.  I've seen debates on language that makes those on the GW Forums sound like grade schoolers.  However, none of that matters.  There is no way anybody can know what the author intended when the rules were written.  It doesn't matter in the least if the rule in question was written whereas it is crystal clear or is incomprehensible.  You can NEVER use the 'spirit' or the designer's intent for a rule to back your position because there is no way that you can know what the designer intended and there is no way to prove it even if you did.  You can only debate on the letter of the rules. 
Title: Re: How to Have an Intelligent Rules Debate
Post by: Lomendil on May 26, 2005, 10:55:22 PM
While sometimes the 'spirit of the rules' can be useful in order to get a working consensus on unclear/ambiguous rules so you can get on with the game, there are also occasions when it is impossible to tell where the 'benefit of spirit' should lie. For example, on recent discussions about the Dark Eldar Webway portal (note I don't want to have that discussion here - this is just for example):

"It [the Webway Portal] may be activated by the model carrying it in the shooting phase, instead of moving or shooting that turn."

Can be interpreted as:

1. A model can activate the portal if it neither moved nor shot that turn
2. A model can activate the portal if it either doesn't move or doesn't shoot that turn

There's no real common sense 'spirit of the rules' way to decide which is right, let alone a semantic one.


Which leads me to this point: Sometimes there is no definitively right answer. Learn to recognize when this happens so you can avoid pointless 'head vs brick wall' type arguments. ;)
Title: Re: How to Have an Intelligent Rules Debate
Post by: Squirrelloid on October 5, 2005, 11:29:34 PM
It should be pointed out that having an intelligent debate requires making arguments.  All arguments have two parts:

(1) Claim - this is what the argument is saying to be true.
(2) Warrants - this is how the argument's truth is demonstrated.  It involves marshalling evidence and using logic to show how your interpretation is better than another. 

We generally have 2 sorts of evidence on this forum.  (a) the rules themselves, being the text we are handed from the designers and from which we should be able to play the game.  Proper citation should uniquely specify the book referred to and the page number, at a bare minimum.  (b) As the rules are a document in the english language (translation may involve errors, the original is the best source), rules of english language including definitions of words, interpretation of grammatical structure, and similar are all permissible avenues of research.  Such evidence should be cited properly, which may be more detailed than rulebooks (since the corpus available is larger), and a link included for an online source.

Arguments not based on (a) or (a) and (b) are inappropriate as they have no way of referencing the game itself.  "Arguments" without warrants are not arguments, they are baseless claims and merely assertions with no proof.  You are perfectly justified in telling said 'emperor' his 'argument' has no 'clothes'.

Arguments must be both valid and sound.  Soundness is a claim about the truth of the premises of the argument.  Eg, if one or more of the warrants are false, the argument is unsound.  Validity is a claim about the logical structure of an argument - a valid argument can have sound premises (warrants), but the warrants don't justify the conclusion.  These two requirements of an argument are totally independent of each other - creating unsound but valid arguments is easy, as is sound invalid arguments.  Only arguments which are both actually prove anything.

The only way to defeat an argument is to prove it is either invalid or unsound (or both!).  If you cannot do that, you cannot argue against it.

Note that it may be the case that no one interpretation is the best answer, but there are some number of interpretations which it is impossible to decide among.  Learn how to realize this and stop arguing at that point.

(Sorry, i felt that some things in the original post needed saying again.)
Title: Re: How to Have an Intelligent Rules Debate
Post by: Aron Figaro on November 15, 2005, 07:17:37 PM
This looks good to me. Hopefully that will keep some of the noobish comments down to a minimum, and we'll be able to intelligently pick apart these rather hole-ridden rules and obtain some consensus as to how they actually work.

P.S. If you need me to do logical analyses or proofs of arguments, let me know. I'm both a skilled student and user of mathematical logic, and a semi-professional (just have to finish my degree and go full-time) game developer. Oh, and I'm bored enough to actually give you a formal proof of something in the bgb. :p
Title: Re: How to Have an Intelligent Rules Debate
Post by: Kritik on May 10, 2006, 05:32:57 PM
Fundamentals to a sound debate:

Goal: duh
Goal Criterion: You need a way of measuring whether the goal is reached. Without that, you guys never know when the goal is reached. This can't be, "when everyone agrees", it has to be when this, this, and this is met. A list of things that one side need to accomplish to know when the goal is reached.

The arguments should be:
Claim, warrant, Impact.

Claim: Stated Claim
Warrant: Evidence
Impact: Tell us how that claim advances or detracts from our goal and why it matters. This is important because in most debate, evidence to the contrary are always found and things to muttle the whole thing (well, GW pg. X says this, but their update says this on page Y, and the wargear book... pg Z). When we tell about the impact, we can talk about how one thing may be MORE IMPORTANT than other things. That way, we can analyze which argument must take precedence because of its value and weight. That advances the debate the most.
Title: Re: How to Have an Intelligent Rules Debate
Post by: Squirrelloid on May 10, 2006, 08:55:19 PM
Fundamentals to a sound debate:

Goal: duh
Goal Criterion: You need a way of measuring whether the goal is reached. Without that, you guys never know when the goal is reached. This can't be, "when everyone agrees", it has to be when this, this, and this is met. A list of things that one side need to accomplish to know when the goal is reached.

The arguments should be:
Claim, warrant, Impact.

Claim: Stated Claim
Warrant: Evidence
Impact: Tell us how that claim advances or detracts from our goal and why it matters. This is important because in most debate, evidence to the contrary are always found and things to muttle the whole thing (well, GW pg. X says this, but their update says this on page Y, and the wargear book... pg Z). When we tell about the impact, we can talk about how one thing may be MORE IMPORTANT than other things. That way, we can analyze which argument must take precedence because of its value and weight. That advances the debate the most.

Policy Debater!

But seriously, impact is the wrong word (and argument form specific).  Implication would be better (if we must use Policy Debate terms), or *context* for the argument in the larger debate.  semantics++

The problem of course with criterion style debate is that it requires subjective evaluation of the importance of different evidence, something which cannot be gleamed from the rules themselves.  Ideally, there is one logically correct and defensible answer.  Otherwise i recommend the two parties agree to disagree, because if logic doesn't irrefutably lead to one answer, neither side is going to be convinced by implicative or contextual arguments in the other direction and we have no 3rd party to decide the issue.
Title: Re: How to Have an Intelligent Rules Debate
Post by: Kritik on May 10, 2006, 08:59:13 PM
eh... Policy... The word makes me cringe. Policy is for loosers who spins 2000000000 words a minute. Incoherent and not worth while.

Most devolve into a who-can-speak-the-fastest-with-the-most-examples-and-craziest-kritiks-combined-with-god-awful-topicality war.
Title: Re: How to Have an Intelligent Rules Debate
Post by: gengis on July 24, 2006, 07:33:16 PM
Personaly i have met several rules lawyers and i simply take it to the vets who've played since 1st or 2nd ed. sometimes we roll a D6 but always decide the outcome afterwards. in the case of rules lawyers i ignore them and play someone else and if they are the only person playing then i make them agree to the mutual interpretations found last time. in the end none of them have beaten me even when i had no real idea of what to do, and even if i am going off topic by now i want to say this.
"if they are a rules lawyer then punch them in the face, if this is not possible due to physical or legal reasons than put something in their drink, I live with beating the pants off them"

P.S. my bro is also good at arguing the mutual point till the other person gives up.
Title: Re: How to Have an Intelligent Rules Debate
Post by: Kritik on July 24, 2006, 10:36:21 PM
I personally think this should also be in the discussion board, also. Some posters really need the 101.

Here's something important:

DEFINE KEY TERMS!!!

I've seen some discussions around here where each side has his or her own definition of what they think that term means. When it comes to clashing arguments, they completely miss each other by 100 miles (160 kilometers).

This helps stop the debate from equivocating, something that makes the debate fallacious. Also, defining the key terms also helps people understand better what they are getting into.


I hope that helps.


(So, can you make a copy of this topic and post it in the discussion board, mods?)
Title: Re: How to Have an Intelligent Rules Debate
Post by: The GrimSqueaker on July 24, 2006, 10:49:31 PM
(So, can you make a copy of this topic and post it in the discussion board, mods?)

No. That would be creating a duplicate thread and that's something we generally try and eradicate rather than spawn.
Title: Re: How to Have an Intelligent Rules Debate
Post by: Kritik on July 24, 2006, 11:03:15 PM
Then can I post something like this in the Discussion board? Cause, again, I strongly feel that the discussion board should have this as a reminder.
Title: Re: How to Have an Intelligent Rules Debate
Post by: The GrimSqueaker on July 24, 2006, 11:26:58 PM
Personally, I don't feel it necessary. While in a rules forum there needs to be a concensus of definitions and concepts. In a discussion forum half of the thread itself is coming to the concensus and even then that's an uphill battle.

If you truly wish for such a thread then make the idea known in the Suggestions Board and we'll leave this area alone untroubled.

Edit - Alternatively, start up a new thread on the Discussion board and if people like it, it might become a sticky.
Title: Re: How to Have an Intelligent Rules Debate
Post by: Eidolon on December 30, 2006, 09:36:23 PM
i didnt read that but i just try to clarify unless it is a really stupid question. "why do marines have a better save then gaurd' or something along those lines that is obvious to anyone else. then i answer the question with a healthy dose of sarcasm. people dont let your kids listen to neal boortz from 12 years and on up, they will become alot like me.
Title: Re: How to Have an Intelligent Rules Debate
Post by: Admiral Stukov on February 26, 2007, 11:21:03 PM
A-7. ”The rules don’t say I can’t!”
This is the most annoying argument ever made. If you’ve been forced to resort to it, your argument is immediately false.

NOT ENTIRELY TRUE
ie "the rules dont say i cant have a ic on a bike wth 2 cc weapons" is a popular argument and has been proven that you can
Title: Re: How to Have an Intelligent Rules Debate
Post by: PaxImperator on February 27, 2007, 11:27:33 AM
Quote
A-7. ”The rules don’t say I can’t!”
This is the most annoying argument ever made. If you’ve been forced to resort to it, your argument is immediately false.


NOT ENTIRELY TRUE
ie "the rules dont say i cant have a ic on a bike wth 2 cc weapons" is a popular argument and has been proven that you can

Actually in those instances the argument is not: "The rules don't say that I can't."
The argument is: "The armoury rules and character entry say that I *can*, and the rules for bikes/jetbikes/whatever do not contradict this."
Title: Re: How to Have an Intelligent Rules Debate
Post by: Wicky on May 17, 2007, 11:02:42 PM
You obviously haven't seen some of the debates over legal language on the GW boards.

I'm a regular on Dakka Dakka.  I've seen debates on language that makes those on the GW Forums sound like grade schoolers.  However, none of that matters.  There is no way anybody can know what the author intended when the rules were written.  It doesn't matter in the least if the rule in question was written whereas it is crystal clear or is incomprehensible.  You can NEVER use the 'spirit' or the designer's intent for a rule to back your position because there is no way that you can know what the designer intended and there is no way to prove it even if you did.  You can only debate on the letter of the rules.

Hi,
intention of rules can be know if they are supplied, I know this rare but it does happen. So the intention can be known, we can use the intention to back up a rule if it is supplied and we can definately debate the spirit of the rules and the letter of the law in this way.
 In fact we are duty bound to find a resolution to any rules dispute in 40K and over the table this usually done using the spirit or "most reasonable outcome" method.
Cheers

Fixed your quote tags for you. -Pax
Title: Re: How to Have an Intelligent Rules Debate
Post by: Ghaz on June 18, 2007, 01:00:52 AM
Intentions, even if known do not change the letter of the rules.  If it says something other than what they intended, then they can fix it with a FAQ.  If it's not official, it's worthless.
Title: Re: How to Have an Intelligent Rules Debate
Post by: Wicky on April 17, 2008, 10:12:46 PM
Intentions, even if known do not change the letter of the rules.  If it says something other than what they intended, then they can fix it with a FAQ.  If it's not official, it's worthless.

Yes, the letter or content of the law is unchanged but its outcome will be.

There are “Designers Notes” in the back of the BGB that show intentions of what should be done in certain events and are to be used in conjunction with letter or content in the front of the book.

Intention can be an addition to what is written and not necessarily replaces a rule in any way.

People who play the game purely on what is written will find themselves constantly arguing about what is not.

For example, how does one roll the dice? The intention is more than clear to someone who is willing to bypass the lack of rules on this.

Care to start a debate on what is not in the rules?

Title: Re: How to Have an Intelligent Rules Debate
Post by: FarseerFaris on February 4, 2009, 12:10:30 PM
these rules are the worst thing that ever happened to 40konline - people disregaurd logic and end up arguing over things as silly  as 'when does the beginning of the turn occur' and the arguing only ends when a mod locks the thread. A more suitable name for this topic would be 'how to drag a topic out for 6+ pages when the answer is rather obvious' or 'rules lawyer2.0'.
 Soon the legality of rolling my dice will be called into question as they are blue and the brb refuses to define a color for a 'standard six-sided dice' and the faq does not cover this.
Title: Re: How to Have an Intelligent Rules Debate
Post by: Guildmage Aech on February 4, 2009, 12:24:19 PM
these rules are the worst thing that ever happened to 40konline

Actually they aren't rules, the rules of 40KOnline are listed up on the grey tab above the forum (just under where the news is displayed), and since TheGreatAvatar isn't a moderator so you don't have to do what he says either.

You are correct of course, since these rules are from Dakka's rules forum they're designed soley to justify all sorts of stupidity like arguing for days about which side of a D6 is the one you accept as the result when you roll it and that sort of thing. Its that reason why Dakka's "You Make the Call" board is infamous and a hellhole of trolling and moronicity.
Sadly its where GW go when they want feedback for FAQs which is why the FAQs are full of idiotic garbade these days.
Title: Re: How to Have an Intelligent Rules Debate
Post by: FarseerFaris on February 4, 2009, 03:39:53 PM
Oh excellent, I just assumed that since it was stickied at the top of the rules forum this was like a new policy for 40konline, and after reading several of the recent threads it looked like 40k was taking a turn for the worst IMHO.  Great news then!!! 
Title: Re: How to Have an Intelligent Rules Debate
Post by: Dr_Ruminahui on February 4, 2009, 03:59:47 PM
...and stickied.

Well, its been stickied since May 25, 2005... so no, its not a new thing.

The rules forum goes through cycles of the types of arguments made, based on who it is that is currently posting in the board.  In the present case, The Great Avatar has returned after a hiatus, and as a result any thread that he posts in has suffered from the symptoms you describe above.

Personally, I think these arguing rules (or rather, guidelines) are generally sound.  The only one I disagree with is not arguing "intent" - after all, if the rules are unclear, the inferred intent of the writer may be all one has to go on.  Now, I disagree with just giving the writer an intent that agrees with your position, but it may be posible to derive the writers intent from the written rules.

So, as for the above mentioned "beginning of the turn" thread, I would argue that the writers intent was to mean something different than the actual movement phase, as if they meant the later they would have simply said "during the movement phases" rather than "at the beginning of the turn."

I would also add my own guideline to the above:  some times a strict interpretation of the rules, while correct, is rather silly.  Take for example Shrike unable to allow another unit to infiltrate even though his rules say he can give the rule to other units.  I agree that by the RAW, he can't do so.  That said, this is a consensual game and if you and your opponent agree the rule is silly, play it in a way that makes sense to you.  "House rule" is not a dirty phrase.  That said, the rule being silly doesn't change the fact that the rule does function that way if your opponent doesn't consent.


Inquisitor Psychologis Ruminahui
Title: Re: How to Have an Intelligent Rules Debate
Post by: FarseerFaris on July 3, 2009, 09:40:43 AM
This is what happens when you 'have an intelligient Rules Debate'

http://www.40konline.com/index.php?topic=185621.0 (http://www.40konline.com/index.php?topic=185621.0)
Title: Re: How to Have an Intelligent Rules Debate
Post by: TheGreatAvatar on July 3, 2009, 11:50:50 AM
I posted those guidelines several years ago after seeing them being used on dakka.  Many of the points addressed are common traps posters fall into when debating a rule.  They help focus a rules discussion keeping the topic on point.  Use them or don't use them, they're just guidelines.

@FarseerFaris
The thread you quoted is a good example of how the guidelines where not followed.  Most of the posts in that thread never discussed the rule at hand but about the poster himself or rehashed hand waving generalities.

Had the guidelines been followed the conclusion, that the definition being discussed doesn't exist so the community has accepted an implied definition, would have been reached far sooner.



Title: Re: How to Have an Intelligent Rules Debate
Post by: Dr_Ruminahui on July 3, 2009, 03:06:22 PM
While I agree that the linked debate was not an example of a "good" rules debate, I must otherwise disagree with TheGreatAvatar's comments.  Any problems in that debate were made on both sides, and I would suggest that the foregone conclusion offered by TGA was actually the least reasonable of the arguments offered.

As well, its somewhat disengenious to refer to yourself in the third person when referring to that thread.

That said, this is not the place to rehash arguments already made.


Inquisitor Moderatis Ruminahui
Title: Re: How to Have an Intelligent Rules Debate
Post by: TheGreatAvatar on July 4, 2009, 01:14:17 AM
While I agree that the linked debate was not an example of a "good" rules debate, I must otherwise disagree with TheGreatAvatar's comments.  Any problems in that debate were made on both sides, and I would suggest that the foregone conclusion offered by TGA was actually the least reasonable of the arguments offered.

As well, its somewhat disengenious to refer to yourself in the third person when referring to that thread.

That said, this is not the place to rehash arguments already made.


Inquisitor Moderatis Ruminahui
Obviously there is some angst. 

I didn't post the reference link, someone else did so I figured I'd use it as an example.  I didn't point out ANYONE in the thread since it wasn't germane to my post here.  Who said what in the thread is immaterial;  the guidelines weren't followed and the thread went off into the weeds, that was the point being made here.

   
Title: Re: How to Have an Intelligent Rules Debate
Post by: thebetter1 on July 21, 2009, 05:29:04 PM
It is very dangerous to say that you can't argue with any kind of intent.  Just look at this.

Argument: Space Marines modeled fully in power armour can never be within the enemy's LOS.

Premises (I don't want to look up actual quotes, as I only have the LRB)
1:LOS is drawn from the eyes of the firer to any part of the target's BODY.
2:According to Dictionary.com, the most appropriate definition of body is the physical structure of a human being or animal, not including the head, limbs, and tail; trunk; torso.  The rules explicitly include the limbs and head, though.
3:Space Marines modeled fully within their power armour have no parts of their actual body showing.

Conclusion: (most) Space Marines cannot be shot at except by templates and blast weapons.


Now, if we add intent to this argument, we can say that power armour covering a body part does constitute part of the body.  This is also kind of an issue with weapons and other wargear; you could technically claim to be out of LOS if the only part of your body that they would be able to see is hidden behind your gun or cape or whatever.
Title: Re: How to Have an Intelligent Rules Debate
Post by: Chuckles, The Space Marine Clown on August 18, 2009, 01:21:07 PM
It is very dangerous to say that you can't argue with any kind of intent.  Just look at this.

Argument: Space Marines modeled fully in power armour can never be within the enemy's LOS.

Premises (I don't want to look up actual quotes, as I only have the LRB)
1:LOS is drawn from the eyes of the firer to any part of the target's BODY.
2:According to Dictionary.com, the most appropriate definition of body is the physical structure of a human being or animal, not including the head, limbs, and tail; trunk; torso.  The rules explicitly include the limbs and head, though.
3:Space Marines modeled fully within their power armour have no parts of their actual body showing.

Conclusion: (most) Space Marines cannot be shot at except by templates and blast weapons.


Now, if we add intent to this argument, we can say that power armour covering a body part does constitute part of the body.  This is also kind of an issue with weapons and other wargear; you could technically claim to be out of LOS if the only part of your body that they would be able to see is hidden behind your gun or cape or whatever.

For the purposes of the game of 40K, a Space Marine's power armour does constitute part of the body, because it is a little plastic model and not a 10 foot tall Angel of Death.

Now hush, this topic is obsolete, and now also dead.