Rules Dealing with Players Actions in a game
- A character turned to stone can attempt to strike a heroic pose, in order to make a better looking statue. If sold, his statue fetches 100 gp times the result of a Charisma check. As made available by Jonathan Drain
- If the party forgets to loot the bodies, the party forgets to loot the bodies.
- The peasant railgun does not work that way.
- Raised characters suffer only temporary negative levels. You can thank Jonathan Drain who thanks, and you should too, Andy Collins for this idea. A character who is raised suffers a negative level until the next time he levels up. The negative level cannot be removed before then by any means, short perhaps of a wish. This discourages players from simply abandoning their character for a new one to gain new equipment and avoid level loss.
- If the party forgets write it down they left it/them in the dungeon.
Rules Dealing with Dice Rolling
- When making character important rolls such as hit dice for a new level gained or your initial abilities scores the DM must be present to witness the roll. If the DM is not present the roll is considered null and void and does not count for squat even if everyone else saw it.
- When rolling up two sets of ability scores if the net sum of the initial modifiers is negative you may discard that set. However if it is 0 or any positive number (including 24) you have to keep it. What that mean is if you roll a set such as 14 (+2), 8(-1), 8(-1), 11(0), 10(0),7(-2) and you added all the modifier you'd have a -2 net sum and could discard that set.
- Ability scores for familiars and animal companions are rolled as a player character, instead of picking average. With this setup, players put more pride in their animal. It’s much more personal when you get lucky and roll a 17 or 18 for this bear, and need to go through character generation to get a new one.
- When rolling your attack, roll your damage as well. If your attack misses ignore your damage.
- If a dice rolls off the designated rolling surface (ex: table, book ect) it is a null roll. This applies in all situations.
- If a die lands cocked then place another die of same type and place onto. If the die slides off re-roll if it does not you keep the roll.
- After you roll your dice let it sit. Do not pick up your dice until you need to roll it again. If you need a better look reposition your head not your dice.
- Anyone caught cheating on their dice rolls have offended the gods of fate that govern the world. The next 1d20 rolls they make take a 4d4 penalty as determined by the DM
Rules Dealing with Players Actions outside of the game
- During combat think of your actions before your turn comes up.
- During combat remember the person who is ahead of you in the initiative line up.
- If you want to talk out of character state so before you talk or put your hand on your head.
- Respect the turn of others and don't interrupt people unless it's part of the dialogue or you're acting.
- When your turn is finished say "end of turn" or "that's my turn"
- When your action interrupts another players turn say "Interrupt" or "Interruption" in a Phoenix Wright Manner
- Unless interrupted take your turn as soon as it comes up
- If there is a problem with the rules we discuss them at the end of the night, not during the game. If you can't remember it at the end of the night, it probably wasn't really important
2 comments:
If a die lands cocked then place another die of same type and place onto. If the die slides off re-roll if it does not you keep the roll.
wait, what? I don't get this one...
It's something people used to do in my Warhammer 40k days. Say you roll die 1 and it ends up on an odd angle because of whats on the playing field. To determine if the roll is valid what you do is take another die which we will call die 2 of the same type (d6,d8,d10 ect) and place it on top of die 1. Now if it sides off because of the incline of die 1 then re-roll die 1. However if die 2 stays on top of die 1 then die 1 stays put.
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