1)The d20. What does the d20 represent in its various rolls? Luck? Divine favor? Whatever other cause for success or failure that I want or need it to mean? For instance, in a listen check, let us say that a character succeeds, but would have failed without the influence of the d20? What's the d20 mean here?
2)Could certain spells be considered, for the sake of storytelling, as always active but simply restricted in the real world to a certain number of uses, which could mean in the game world the character's fatigue from use of the spell? For example, if a Cleric decides to use Detect Evil, could it instead be his own spidey sense that goes off -whenever- something is within range. This makes the divination slightly more powerful in that it doesn't take a conscious decision by the player to execute, but it also might make it more dramatic. And rather than being stunned by an overwhelmingly evil entity, the Cleric melts into sweaty paranoia for a brief few seconds.
The post on combat really got me thinking about the actual importance of rules in comparison to using the rules to storytell. Any thoughts on this would be greatly appreciated.