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Hyozo
2007-12-31, 10:14 PM
In your oppinion, which ten rules are the most important for a player or DM to remember, and why? They can be any rule (written, house, common sense, or others) for any reason (often forgotten, often important, easy to (further) break the game if forgotten, common sense, or others).

Tengu
2007-12-31, 10:16 PM
1. You're here to have fun.
2. Everone else is too.
3. Including the DM.

The further ones aren't so important.

Xefas
2007-12-31, 10:24 PM
1. You're here to have fun.
2. Everone else is too.
3. Including the DM.

The further ones aren't so important.

As a male DM who, for a very long stretch of years, only DMed a group of men, I'd like to add that, one of the most important rules to me is:

No romantic relationships with NPCs. Ever. It's awkward.

Mike_G
2007-12-31, 10:38 PM
As a male DM who, for a very long stretch of years, only DMed a group of men, I'd like to add that, one of the most important rules to me is:

No romantic relationships with NPCs. Ever. It's awkward.

Yeah. It can be

http://www.shamusyoung.com/twentysidedtale/?p=951

Lolth
2007-12-31, 11:09 PM
On a semi-serious note, I tend to notice players ignore/forget the penalties associated with Hide/Move Silently, be it movement speed, modifiers, not being to Hide in plain sight (unless, of course, they can) etc.

Crow
2007-12-31, 11:15 PM
As a male DM who, for a very long stretch of years, only DMed a group of men, I'd like to add that, one of the most important rules to me is:

No romantic relationships with NPCs. Ever. It's awkward.

I'd like to re-affirm that one as well.

EvilElitest
2007-12-31, 11:20 PM
1. The DM is a story teller, to work with the Players, not against them
2. That being said, the DM is not suppose to protect the players when they do stupid thing, they should reap what they sow
3. This is a group game, every one should have a part
4. NPCs should have as much personality as PCs, if not more to make them believable
5. PCs are not inherently better than everyone else, they need to earn fame an d fortune
6. A DM' world should be as realistic a possible, remember, Fantasy should be more realistic than real life
7. When you make rules stick to them, don't become a tyrant. If you wish to change a rule, make sure all the PCs are aware of this change
8. You are here to have fun, make sure hte players have input
9. Make sure the players, NPCS, and world run in a realistic but epic way
10. try new things
11. Never play a grey guard
from
EE

CASTLEMIKE
2008-01-01, 12:12 AM
Everyone should be enjoying themselves.

Curmudgeon
2008-01-01, 01:04 AM
1. There are rules for almost everything in D&D.
2. Learn these rules.
3. Don't make something up because you don't know where all the applicable rules are.
4. Stick to the rules, even when they don't make a lot of sense.
5. Since you're probably not going to be able to follow rule #4 completely, make it clear when you're deviating from the rules.
6. Read all the errata.
7. Stay current with the FAQ, although you should feel free to ignore it where it makes things up that aren't in the rules.
8. Reading the Rules of the Games articles can be helpful, too. Just remember that sometimes these aren't actual D&D rules, but something the author made up.
9. When you finally reach the limits of what the rules say, use normal physics (first) and common sense (last). Don't get all atwitter about there being severe restrictions when a character is dying, but not when it's dead.
10. Finally, logic helps a lot more than knowledge of the law. D&D is an attempt at modeling a fantasy world, not just a set of rules to try to work around to make a more powerful character.

Wooter
2008-01-01, 01:36 AM
Don't quote Monty Python and the Holy Grail. It really breaks the mood. Besides, we've all seen it a million times anyway.

Cuddly
2008-01-01, 01:36 AM
1. Ignore most of the rules, or at least read them loosely. Strict adherence to rules leads to ridiculousness and stupidly broke builds.
2. Only play rules lawyer if you like to powergame. Otherwise, you're probably ruining everyone else's fun.

Corlis
2008-01-01, 02:06 AM
If a certain action provides a little fun for you, but denies a lot of fun from the other players, don't take that action.
Try and get the other players to follow the preceding rule as well, preferably through your own adherence to it.
Try and determine what kind of game it will be before it starts. If you join a game that the DM says will be a meta-gaming, min-maxing cheese-fest, don't complain when it actually does turn out to be a meta-gaming, min-maxing cheese-fest. Now, if the DM advertised it as a gritty role-playing exercise, and it turns out to be a cheese-fest...
Intra-party conflict is like salt: too little makes everything bland, but too much is lethal. Also, make sure the other players don't interpret your character's insults to their characters as your insults to them.
While others are doing their turns, begin planning your own, so you can act immediately when it comes to you.

Hallavast
2008-01-01, 02:11 AM
1. Some situations are not modelled well by D&D rules.
2. Learn a set of "core" rules based on what you expect to deal with.
3. If you can't find rules for something, make them up, and research it later on your own time.
4. When a rule doesn't make sense, change it.
5. Make sure everyone is aware of your house rules.
6. Check for errata when a rule is unclear.
7. The FAQ is not that important.
8. Stay away from anime influences.
9. Mixing D&D rules with RL physics is a bad idea. Avoid at all costs.
10. Make the game your game.

Reinboom
2008-01-01, 02:59 AM
As a male DM who, for a very long stretch of years, only DMed a group of men, I'd like to add that, one of the most important rules to me is:

No romantic relationships with NPCs. Ever. It's awkward.

I know two couples who got together via gaming, and as an in game relationship first...

anyways.
1. Fun for everyone
2. Everyone agrees on how the rules should be handled, so that the game can be streamlined to the group. Whether this is loose rules, or strict rules, depends on the group.
3. Read as intended.
-edit-
oh right, 10.
4. Catgirls have four and a half lives each. Trying to kill them is pointless.
5. Pics or it didn't happen.
6. If your friend exclaims about being kicked out of a casino at a game of craps, don't let it roll.
7. Please read rule 1 again.
8. Don't harm others intentionally for the sake of self amusement - out of game.
9. Yes.
10. No.

Irreverent Fool
2008-01-01, 03:07 AM
3. Don't make something up because you don't know where all the applicable rules are.


I disagree. We're making everything else up, no sense in bogging down a game when the DM can make a quick judgment call and say 'we'll check the printed rules after the game'.

Now, players shouldn't be making up rules, that's the DM's job.

Attilargh
2008-01-01, 04:47 AM
11b: Monkey Grip does not work that way.

Emperor Demonking
2008-01-01, 11:04 AM
1. Everyone should have fun.
2. That includes the DM.
3. Plan stuff out.
4. Don't make it too planned.
5. The DM has the final desiscions.
6. Don't be afraid of coming up with things on the fly.
7. Appreciate the DM.
8. Don't do anything that makes others uncomftable.
9. No larping
10. No feats that makes your party weaker or limited.

Newtkeeper
2008-01-01, 11:18 AM
1) The DM can override any rule, in the PHB, DMG, or sourcebook, but should only do so if it enhances the experience.
2) The goal is for everyone to have fun, not for one person to 'win'.
3) Powergaming is okay, but only if everyone is fairly equally min-maxed out. If one person overshadow everyone else, that's no fun.
4) If it can defeat gods at level 5, it is not allowed.
5) Monty Python quotes are like alcohol: great in small amounts, but dangerous when used in excess.
6) Just because a level 15 wizard can easily break the game doesn't mean he has to.
7) Playing a stereotype breaking character is nice, but not required. Hard drinking, hard mining dwarves are fun.
8) For the DM: when the players have accidentally broken your plot, make a new one!
9) To the players: try not to break your DM's plot. Making a new one is hard work.

And, finally-


10) DMing is like playing ball with a small child. You can easily win, but that isn't the point. The point is to give him a good time!

Prophaniti
2008-01-01, 01:34 PM
1. There are rules for almost everything in D&D.
2. Learn these rules.
3. Don't make something up because you don't know where all the applicable rules are.
4. Stick to the rules, even when they don't make a lot of sense.
5. Since you're probably not going to be able to follow rule #4 completely, make it clear when you're deviating from the rules.
6. Read all the errata.
7. Stay current with the FAQ, although you should feel free to ignore it where it makes things up that aren't in the rules.
8. Reading the Rules of the Games articles can be helpful, too. Just remember that sometimes these aren't actual D&D rules, but something the author made up.
9. When you finally reach the limits of what the rules say, use normal physics (first) and common sense (last). Don't get all atwitter about there being severe restrictions when a character is dying, but not when it's dead.
10. Finally, logic helps a lot more than knowledge of the law. D&D is an attempt at modeling a fantasy world, not just a set of rules to try to work around to make a more powerful character.This is entirely my opinion and I recognise that you may prefer to game differently, I'm just stating my POV here.

This list demonstrate a fundamental difference in our approaches to the system. This kind of single-minded fixation with printed rules is what leads to excessive power-gaming and ridiculous cheese. IMO, the rules are there to simplify the process of playing the game and to provide a foundation for actions. They are not the end-all and be-all of a D&D game and never should be. My main problem is with rules 3 and 4. There are plenty of things a character could wish to do that are not covered in written rules, or not covered in rules that we have easy access to at the time. It is better to try something new than spend 20 min searching books for obscure rules. The system is there as a tool, not a limitation, and you shouldn't feel any compunctions about changing it. If something doesn't quite work, you should try it differently.

That said, I would definitely emphasise rule 5 there, make sure you're clear with your players about changing rules, and make sure they're ok with it. Also rules 9 and 10, though to prevent a physics debate (a frequent occurance in our group) I place common sense at a higher priority than physics, but only just.

prufock
2008-01-01, 03:44 PM
Great lists so far, but they're mostly the "soft skills" kind of rules to keep in mind. What about the mechanical rules? What are the 10 most important mechanical rules to remember? Well, my list would include:

1) The DM's best friend: +2/-2. Favorable conditions give you a +2 modifier to your d20 roll, unfavorable conditions give you a -2.
2) The special attack options: Bull Rush, Disarm, Grapple, Overrun, Sunder, and Trip. Though they differ somewhat, they all follow a similar pattern - attack of opportunity, opposed rolls, consequences. Learn them and remember them.
3) Other things you can do in combat. You've got options besides simply attacking. Feinting, aiding, battlefield control, distracting the enemy, healing, even surrendering or running away. Every battle need not be a fight to the death.
4) Crossbows require actions to load. I can't tell you how many people I have played with think they can use a full attack with a crossbow.
5) The five-foot step. It's often an invaluable strategy. Basically a free adjustment that doesn't provoke an attack of opportunity. Particularly important for spellcasters and archers who find themselves in melee, also good for melee characters on a full attack.
6) The basics of spellcasting, particularly if you're planning to play a caster.
7) Character creation and level enhancement, of course.
8) 1d20+modifiers. That's how it works. Stop asking me what die to roll.
9) ECL is LA plus racial HD plus class levels.
10) Contrary to popular belief, polymorph does NOT grant special qualities of the creature you change into.

Chronicled
2008-01-01, 03:53 PM
4) Crossbows require actions to load. I can't tell you how many people I have played with think they can use a full attack with a crossbow.

You can, if you've taken the Rapid Reload feat and are using a light crossbow.

Glyde
2008-01-01, 04:28 PM
As a male DM who, for a very long stretch of years, only DMed a group of men, I'd like to add that, one of the most important rules to me is:

No romantic relationships with NPCs. Ever. It's awkward.


That's never bothered me before, oddly enough. I guess I just don't really care, I know it's the character doing the romancing and not the player.

Neon Knight
2008-01-01, 04:37 PM
There is only one rule:

1. Each game and group are individual, and no rule or set of rules can apply to them all. Even common sense rules may not hold true for certain groups. Assume nothing. Speak with the group you will be gaming with and learn their rules and preferences.

Rutee
2008-01-01, 04:50 PM
As a male DM who, for a very long stretch of years, only DMed a group of men, I'd like to add that, one of the most important rules to me is:

No romantic relationships with NPCs. Ever. It's awkward.

...Hay! How are we supposed to get a love story without a romantic plot with the NPCs? I mean sure there's also other PCs, but come on!

*Cough*

Moving on..
1. The GM's a player too. I list this first because it's so easy to forget, and to think of the GM as something aside from the first among equals, and it really just makes their life more difficulty (Unless they like getting drunk on power). I mean, anything that comes between a player and understanding the GM is bad..
2. The most important thing about suspense is not mystery or lack of knowledge, but the cost associated with a given conflict. Not necessarily a fight, just any form of obstacle; In the end, the protagonists usually win, and if they lose, it's often so the creator can feel trendy and feel that they've done something hip in letting the protagonist lose. The protagonists' inevitable victories never seem to detract from the suspense, so why do we feel the need to keep secrets from the players? We're kept in suspense wondering what victory costs the Protagonists, really, not whether they'll win.
3. As to keeping secrets, please do not treat your character sheet like some sort of hallowed text that only you and the GM may read. It may just be me, but it feels really disruptive that you have to turn all the way around to look at your sheet, away from the rest of us, and then whisper in secret to the GM.
4. Have fun! It's only not at the top of the list because this one's much, much more commonly thought of, but it's still really really important.
5. Please make sure that if you use inspiration from somewhere else (Or a pre-existing campaign module or something) that you tailor it to the PCs. Having half the party be useless for the entirety of a campaign because you didn't tell us we were fighting mostly undead/constructs or whatnot isn't cool.
6. While trying new things is great, the gaming group should probably mostly stick to their tastes. Especially noteworthy if the GM is say, the only Rule of Cool Fan, or is the only GURPS fan or whatnot.

Thrythlind
2008-01-01, 05:58 PM
1. The point is to have Fun.
2. Mood is secondary to Fun.
3. Rules are tertiary to Mood
4. The GM's ruling trumps the book's ruling
5. Inconsistancy in rulings breeds frustration.
6. Make use of the character's backstory
7. Jumping the plot lines should not be done lightly
8. Wait your turn to speak.
9. Get your drinks and food ready before the game starts
10. Warn people when you're going to be absent

Sleet
2008-01-01, 08:57 PM
Here's my top 6.

1. Rule of thumb: AoO occur when a character drops his guard. If you suspect that an action requires a character to drop his guard, chances are it provokes an AoO.

2. You can't take a five-foot-step on the same turn as you move using a move or full action.

3. Drawing a weapon requires a move action. You can't full attack with a weapon that begins the round in its sheath. (Quick Draw aside, of course.)

4. DC 15, +2/-2 is the GM's best friend.

5. Learn the Trip, Disarm, and Grapple rules. They're not that hard.

6. Learn the page number of the turn undead rules, but the rules themselves need not be committed to memory.


No romantic relationships with NPCs. Ever. It's awkward.

I disagree strongly. One of the best campaigns I ever GMed involved exactly that; the final session ended at the wedding of one of the PCs and an NPC.

CactusAir
2008-01-01, 09:06 PM
1) Communication is key. If you communicate well, all else will fall into place.

The Faceless
2008-01-01, 09:13 PM
1: Do not issue challenges to the DM
2: Do not mock the DM
3: Do not eat the DMs pizza or drink the DMs mountain dew
4: Do not hit on the DMs girlfriend, in or out of character
5: Do not whine at the DM
6: Do not criticize the DMs dress sense
7: Do not drink the DMs beer
8: Do not drink the DMs beer. Seriously, don't even eye it up.
9: Do not say the game is a cakewalk, under any circumstances.
10: Do not say the game needs more whatever, such a statement is likely to get you ten tonnes of whatever. Dropped onto your head from 500 foot up.

Satyr
2008-01-02, 05:54 AM
I think there are two different sets of rules, one for regular players and one for the gamemaster.

Rules for Players:

You are not the most important person on the table. All others are at least equally important. Don't be to egocentric.
You are not your character. Whatever happens to yoiur character does not happen to you. If you can't differentiate between a fictive alter ego and yourself, you are not mature enough for RPG's.
Know the rules you need to play your character.
If you play inteligently and clever, your character can win. If you play stupid and like an idiot, your character is likely to die horribly. Your actions will have consequences.
Do not interrupt other player's flow of words - esspecially the GM.
If you play your character, play your character - and do it consequently. Metagaming is bad.
Don't ruin the other player's the game.


Rules for Gamemasters:

You are, indeed, the most important person on the table. That brings certain powers and you should use them responsibly.
Plot armor is a bad thing.
The most important thing about game mastering is consistency and plausibility. Don't force your players to suspension of disbeief.
When in doubt, chose the most realistic approach.
If your players play inteligently and clever, their characters can win. If they play stupid and like idiots, be prepared to let their characters die horribly. Make sure that their actions will have consequences.
Do not force your players to follow your plot. Make them to want to follow your plot.
Make sure that every player has enough spotlight time. If a player gets too dominant, brake him a little. If a player gets too inactive, stimulate him to become more active.
Fun is completely subjective. Do what you think is great and o it good enough to inspire your players.

prufock
2008-01-02, 02:38 PM
You can, if you've taken the Rapid Reload feat and are using a light crossbow.

Oh, very true, but people seem to forget that in my games, for some reason. Likewise, the special attack options don't provoke an AoO if you have the appropriate feat. But those are like sub-rules.