Angry Bob
2011-04-11, 09:32 PM
I have a few things I make a point of letting my players know.
No multiclass penalties.
Codes of Conduct are loosened. I will never respond to a question about a code with "try it and find out."
Tactical discussion in-combat is fine for two reasons. First, it can be fun to see a party beat an encounter with a well thought-out strategy. Second, since you're career adventurers, it's expected that you've covered this sort of thing in-game. However, as players, you probably won't bother thinking this through until you're about to wipe, so go ahead and talk about it. Holding up combat is preferable to getting TPKed.
All casters "know of" their entire spell list.
You won't take energy drain or ability drain in random encounters until it's trivial for you to cure it. No one needs to go around useless and suicidal because they happened to be the one the ghost randomly appeared next to.
There are campaigns where your stuff gets stolen no matter how many exotic protections you apply, and campaigns where your stuff is sacrosanct, no matter how many 34 INT enemies you fight. I'll try to strike a balance. Your enemies will make attempts on your gear and may or may not be repelled, depending on how well your stuff is guarded. As you accrue higher and higher level enemies, the more you'll have to invest in protection.
tl;dr: What specific things do you make sure your players know about your style before you run a game for them?
No multiclass penalties.
Codes of Conduct are loosened. I will never respond to a question about a code with "try it and find out."
Tactical discussion in-combat is fine for two reasons. First, it can be fun to see a party beat an encounter with a well thought-out strategy. Second, since you're career adventurers, it's expected that you've covered this sort of thing in-game. However, as players, you probably won't bother thinking this through until you're about to wipe, so go ahead and talk about it. Holding up combat is preferable to getting TPKed.
All casters "know of" their entire spell list.
You won't take energy drain or ability drain in random encounters until it's trivial for you to cure it. No one needs to go around useless and suicidal because they happened to be the one the ghost randomly appeared next to.
There are campaigns where your stuff gets stolen no matter how many exotic protections you apply, and campaigns where your stuff is sacrosanct, no matter how many 34 INT enemies you fight. I'll try to strike a balance. Your enemies will make attempts on your gear and may or may not be repelled, depending on how well your stuff is guarded. As you accrue higher and higher level enemies, the more you'll have to invest in protection.
tl;dr: What specific things do you make sure your players know about your style before you run a game for them?