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2010-12-30, 06:52 AM (ISO 8601)
- Join Date
- Aug 2008
Forgotten/Ignored rules (3.5, mostly)
What rules do you think are often ignored or just plain forgotten in D&D? I myself have noted that very few people seem to remember or care about the starting ages. XP-penalties seem to be ignored most of the time, though rarely forgotten.
From my gaming table, I have a houserule that arose from this. Every time someone rolled a critical crit, we were like "oh look a crit! Double damage!" Then, after the combat. "We forgot to roll confirmation." This happened every single time. So eventually, I just said we're not rolling them anymore, because we wouldn't remember anyway.
Anyone else have accounts, stories, comments or rotten tomatoes?
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2010-12-30, 07:07 AM (ISO 8601)
- Join Date
- Apr 2010
- Location
- The depths of my insanity
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Re: Forgotten/Ignored rules (3.5, mostly)
For my group they seem to forget that they have buffs/magic items on which really tends to screw them over. But the rolling for confirmation is one that seems to be just tossed to the side as well.
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2010-12-30, 07:12 AM (ISO 8601)
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- Jul 2007
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- Metro Manila, Philippines
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Re: Forgotten/Ignored rules (3.5, mostly)
At our table, we often forget concealment due to illumination.
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2010-12-30, 07:23 AM (ISO 8601)
- Join Date
- Jan 2010
Re: Forgotten/Ignored rules (3.5, mostly)
The DC15 save when you deal 50 or more damage (which comes up quite often when you have martial adepts and blasters).
You can charge as a standard action (new DM didn't realise he could do this with zombies).
Not really an ignored rule, but said new DM also got overwhelmed from having to keep track of outsider resistances/immunities. I am pretty sure he forgot to apply resistances/dr a couple of times.
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2010-12-30, 07:29 AM (ISO 8601)
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- Jul 2010
- Location
- Brooklyn
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Re: Forgotten/Ignored rules (3.5, mostly)
encumbrance slowing move speed is pretty much gone
so i confirmation
torture rules are left to roleplaying
actually a lot of things are left to roleplayin in my group including diplomacy and sometimes bluff
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2010-12-30, 07:37 AM (ISO 8601)
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- Dec 2010
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- GMT -4
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Re: Forgotten/Ignored rules (3.5, mostly)
My group used to forget that dismissing a spell takes a standard action. We dont anymore because one of us reminded the DM when it was inconvienent for one of his baddies.
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2010-12-30, 08:42 AM (ISO 8601)
- Join Date
- Dec 2010
Re: Forgotten/Ignored rules (3.5, mostly)
The charge rule is convoluted as hell. You can do it when limited to a standard action. So zombies can do it, and during a surprise round. Can you do it as a readied action, though? There's the rub. You can ready only a standard action. So maybe. BUT when you readied it, you weren't limited to one.
This caused much annoyance at our table one time. I think I just let them do it and said we'll figure it out later. Two years later and we still don't really know.
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2010-12-30, 08:48 AM (ISO 8601)
- Join Date
- Feb 2010
- Location
- Finland
Re: Forgotten/Ignored rules (3.5, mostly)
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2010-12-30, 08:53 AM (ISO 8601)
- Join Date
- Dec 2006
- Location
- London, England.
Re: Forgotten/Ignored rules (3.5, mostly)
- Monks not being proficient with unarmed strikes.
- Multiclassing XP penalties.
- Epic spellcasting.
- Diplomacy and Bluff results are heavily modified by common sense.
- The grappling system is DM-adjudicated most of the time. (You want to do something, roll an opposed grapple check, and no we don't want to go through the grappling rules line by line to see if it's right or not.)
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2010-12-30, 08:56 AM (ISO 8601)
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- Mar 2009
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- Lustria
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Re: Forgotten/Ignored rules (3.5, mostly)
We always apply the confirmation for crit, but practically never the check penalties for distance for listen/spot.
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2010-12-30, 09:07 AM (ISO 8601)
- Join Date
- Jan 2010
Re: Forgotten/Ignored rules (3.5, mostly)
I think my group has never really enforced the range increment penalties either. We just assume archers can hit the enemies on the map, however far away.
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2010-12-30, 09:08 AM (ISO 8601)
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- Nov 2005
- Location
- By a Park
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Re: Forgotten/Ignored rules (3.5, mostly)
“The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun.”
(( emphasis mine ))
When you take your readied action, it is no longer the same turn as when you first readied it. On your readied action, you are limited to a standard or move action, so therefore you can make a standard-action charge.
Never saw anyone play it any different, and I’m pretty sure readying a charge has been mentioned as a tactic certain monsters and NPCs use in official sources.
The benefit of that feat is not to ready your charge, but to gain a greater bonus on your charge and to deny your opponent the attack bonus from charging.Last edited by Shhalahr Windrider; 2010-12-30 at 09:14 AM.
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2010-12-30, 09:12 AM (ISO 8601)
- Join Date
- Dec 2010
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2010-12-30, 09:15 AM (ISO 8601)
- Join Date
- Aug 2008
Re: Forgotten/Ignored rules (3.5, mostly)
Last edited by Frog Dragon; 2010-12-30 at 09:16 AM.
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2010-12-30, 09:15 AM (ISO 8601)
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- Nov 2005
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- By a Park
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Re: Forgotten/Ignored rules (3.5, mostly)
Ninja Edit: See above. The feat’s “benefit” was not quoted in full. The first line says, “You can ready a standard action to use this feat when an opponent charges you or any other target.” It then goes on to say what happens when you use the feat. And the benefit is more than just being able to take a standard action charge. Specifically, you get a damage bonus, while your charging opponent loses his attack bonus (but retains is AC penalty).
And note that it says you ready to use the feat, not ready to charge. It just so happens that part of using the feat requires making a standard-action charge.
In any case, the Player’s Handbook is the primary source for the rules on charging and readying an action, not a poorly-written weak feat from Player’s Handbook II.Last edited by Shhalahr Windrider; 2010-12-30 at 09:47 AM.
The Future just ain’t what it used to be.
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2010-12-30, 09:57 AM (ISO 8601)
- Join Date
- May 2010
- Location
- Suburban Dystopia
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Re: Forgotten/Ignored rules (3.5, mostly)
We always throw out the little things that slow combat down, like +1 to hit for being on higher ground. Etc, etc.
Besides, we have our OWN ways of slowing combat down. I speak of course of
Attack Math.
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2010-12-30, 10:08 AM (ISO 8601)
- Join Date
- May 2006
- Location
- Sunnydale
Re: Forgotten/Ignored rules (3.5, mostly)
Encounter starts. In 3.0 encounters automatically started when the distance between opponents dropped to half its initial value. In 3.5 encounters don't start until somebody on one side succeeds on a Spot or Listen check ─ except for forest fires and avalanches, which still use the 3.0 rules.
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2010-12-30, 10:26 AM (ISO 8601)
- Join Date
- Mar 2008
Re: Forgotten/Ignored rules (3.5, mostly)
Multilayer lighting and concealment is just too much work for me. You either see it or you don't. I have never seen anyone actually take the time for it - it's absolutely ridiculous when many light sources are moving around.
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2010-12-30, 10:31 AM (ISO 8601)
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- Aug 2009
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- Maryland
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2010-12-30, 10:41 AM (ISO 8601)
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- Sep 2010
- Gender
Re: Forgotten/Ignored rules (3.5, mostly)
At our table, the following rules are oft-ignored:
- manually lowering spell resistance, or alternatively having the caster beat your spell resistance, to receive helpful spells from allies
- encumbrance, unless you're doing something obviously pretty ridiculous
- the mass damage save as mentioned above (not so much ignored...we use an alternative system)
- illumination ranges in general
- food
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2010-12-30, 10:49 AM (ISO 8601)
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- Mar 2007
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- Reykjavík, Iceland
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Re: Forgotten/Ignored rules (3.5, mostly)
RAW is pretty much impossible to play straight out of the box, so I'm pretty sure every group makes small adjustments to the rules if only for sanity's sake... In my group:
- Multiclassing XP penalty gets ignored.
- Range penalties for Spot/Listen
- Obscure combat modifiers like +1 to hit for higher ground
- Silly stuff that's not supposed to be there like drown-healing etc.
- Town size/item availability by value (DM's call whether an item is available instead)
- NPC attitudes (neutral/unfriendly/friendly/helpful/hostile/...) - that's just roleplayed. Followup...
- Diplomacy gets changed to a RP-aiding skill: "My character said what I just said, but much more eloquently and convincingly because I rolled a 29 on diplomacy"
...And probably a ton of other stuff that I'm forgetting.
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2010-12-30, 11:00 AM (ISO 8601)
- Join Date
- Jan 2010
Re: Forgotten/Ignored rules (3.5, mostly)
Encumbrance! Go try building a 8 Str character at first level and see if you can stay in light load, with all the adventuring equip. It's impossible.
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2010-12-30, 11:02 AM (ISO 8601)
- Join Date
- Oct 2010
Re: Forgotten/Ignored rules (3.5, mostly)
Actually, where is that higher ground rule found? I know I read it somewhere but I can't remember where. I've got a 3.5 paladin in a campaign who spends most of his time on his horse and I was wondering if that qualifiedas higher ground?
Edit: to stay on topic, my group ignores
-encumbrance, unless it's something ridiculous
-cover
-concealment
-lighting, if it's moderately light out you can see it normally. If it's dark you use darkvision and see fine (range isn't calculated) if you have a torch and lowlight vision while it's dark out you can see it (again range is forgotten)Last edited by Sarakos; 2010-12-30 at 11:07 AM.
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2010-12-30, 11:11 AM (ISO 8601)
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- Sep 2010
- Gender
Re: Forgotten/Ignored rules (3.5, mostly)
My group kind of plays this way too, although we're all pretty happy with it. We try to roleplay things out when possible, but our fallback axiom is "My character can do this better than I can...that's why I'm roleplaying." Otherwise, we'd have an adventuring party full of attorneys, doctors, and IT professionals.
Hmmm, maybe I should give Papers & Paychecks another chance. ;)
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2010-12-30, 11:30 AM (ISO 8601)
- Join Date
- Mar 2009
- Location
- Too close to the sun
- Gender
Re: Forgotten/Ignored rules (3.5, mostly)
Loads of people seem to forget that a natural 20 on a skill check is not an automatic success, same for natural 1s.
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2010-12-30, 12:36 PM (ISO 8601)
- Join Date
- Mar 2006
- Location
- SW Ontario
Re: Forgotten/Ignored rules (3.5, mostly)
A flat percentage of magic wepons glow as if they had a light spell cast on them, determined at xreation.
Kinda irritating if the Assassin's +5 kukri of stabbing you in the spine til you bexome a sad person with no spine, announces his presence as soon as it's drawn.Never trust a man, who, when left alone in a room with a tea cozy, doesn't try it on.--Billy Connolly
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2010-12-30, 12:49 PM (ISO 8601)
- Join Date
- May 2006
- Location
- Sunnydale
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2010-12-30, 12:58 PM (ISO 8601)
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- Nov 2005
- Location
- By a Park
- Gender
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2010-12-30, 01:00 PM (ISO 8601)
- Join Date
- Nov 2005
- Location
- By a Park
- Gender
Re: Forgotten/Ignored rules (3.5, mostly)
Indeed. Attack Rolls and Saves are the only checks with automatic successes and failures.
Why would an assassin use one of the weapons that glows? A full 70% of them don’t. It’s not like the non-glowy ones would be hard to find. And even if they were, the surprise and death attack is probably better than most bonuses you’d get, so might as well use a non-magical weapon.The Future just ain’t what it used to be.
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2010-12-30, 01:00 PM (ISO 8601)
- Join Date
- Jan 2009
- Location
- Iceland
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Re: Forgotten/Ignored rules (3.5, mostly)
No, you can't. You can not ready full-round actions, and charging is a full-round action. You can take a "partial charge" when you are normally restricted to taking only a standard action or a move action, but this does not change the action required to perform a charge. (In other words, charging is a full-round action, and a partial charge does not make an exception.)
Boots of the Battle Charger (MIC), however, explicitly allow you to charge as a standard action. Get those if you want to play D&D rugby.Halfling healer avatar by Akrim.elf.
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