Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
D&D Older Editions
3.5 Rules Cheat Sheets, other questions
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 6684144" data-attributes="member: 4937"><p>Yay! Enjoy your gaming, especially with family. </p><p></p><p></p><p></p><p>I'd not be surprised if someone else has made up quick reference sheets. WotC itself had a series of articles I think on explaining complex rules situations like grappling in a step by step way. Unfortunately, I don't have any to share with you, and what I do have is based on a heavily house ruled 3.0e variant, so it wouldn't necessarily be of much help.</p><p></p><p></p><p></p><p>I like them, and I am currently play testing a set of critical miss rules. But I admit that it is a very delicate balancing act. On the one hand, you don't want them to gimp martial classes. And on the other hand, you don't want them to be so meaningless as to be worthless to keep track of. Right now my own rules I'm satisfied don't gimp martial classes, but only in the context of my own house rules that already significantly nerf spellcasters. However, I'm leaning towards the belief after a few years of playtesting that I've been overly cautious in setting the chance of fumble confirmation and in terms of the effects of fumbles on play. The goal is to diversify play and make it more interesting, but it has so far only rarely done so while ever so slightly slowing down play. </p><p></p><p></p><p></p><p>It does do all those things, but with a confirmation roll being only a second 1, you have to really wonder whether or not its worth rolling for fumble confirmation after every 1 when it's going to be only like once ever dozen or so encounters that anyone is ever going to fumble.</p><p></p><p></p><p></p><p>I'd have to look at the RAW, because I think it is already well specified by the rules in any situation where it matters. However, because I've been using house rules for like the last 10 years, I don't remember what the RAW says, so off hand all I can do is explain how I play. </p><p></p><p>In general, you can hustle, move normally, or move cautiously. </p><p></p><p>If you hustle, you can get from place to place quickly (using a double move). However, you are automatically treated as distracted and so suffer a -5 penalty to perception type checks (spot and listen, typically), and moving even remotely silently is next to impossible. The advantage of hustling however is that you are commando style storming the dungeon, giving foes less opportunity to get prepared while maintain as long as possible the advantage of your spell buffs. </p><p></p><p>If you move normally, you don't have any particular disadvantages but you move only your normal rate.</p><p></p><p>If you move cautiously, you move at only 1/2 your normal rate, but you can search your path as you move potentially detecting traps before you stumble into them. Because of this, most movement in a dungeon is cautious until the dungeon is well explored. Note, I have a habit of having pressure plates that only have a 10% or 20% chance of being triggered by each character that crosses them, so its not at all guaranteed that just because you went through a corridor without mishap that you can do so again. This occasionally causes great 'hilarity'.</p><p></p><p>In theory, you could also run in the dungeon, but this usually doesn't occur because there is rarely a straight and long path that allows for running speed and you are distracted, and you lack a threat zone (and so can be easily tripped or grappled), you aren't searching for traps, you can't move silently at all, and you typically have a penalty to the DC of reflex saves versus certain sorts of traps. However, it sometimes does occur when pursuing or fleeing a foe.</p><p></p><p>In the case of a player declaring that they want to move across the map while the party remains in a different area, first that player is going to die. Rule #1 of PC survival is never split the party in a dungeon. And never never split the party in a dungeon. I've flat out told my players this at the beginning of the campaign, and repeatedly thereafter, but in my experience PC's never do learn. Of the 10 PC deaths in my current campaign thus far, 9 occurred as the result of splitting the party. </p><p></p><p>But if a player insists on committing suicide by carelessness, compute the travel time of the character to wherever he's going, and allow the rest of the players to commit to whatever actions that they want while the PC is gone. It seems like that by and large you are playing in this manner, just keep in mind that they don't have to move at their base rate (though it's logical to assume that they do unless they state otherwise).</p><p></p><p>If either group is going to do anything of note, you'll probably want to separate the players into different rooms. This is the another reason why splitting the party is bad - it complicates the life of the DM to track two groups time separately. Also, you are basically proposing to bore your fellow players while you monopolize the DM's time, so if you don't have a very good reason for it, it's generally considered rude.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6684144, member: 4937"] Yay! Enjoy your gaming, especially with family. I'd not be surprised if someone else has made up quick reference sheets. WotC itself had a series of articles I think on explaining complex rules situations like grappling in a step by step way. Unfortunately, I don't have any to share with you, and what I do have is based on a heavily house ruled 3.0e variant, so it wouldn't necessarily be of much help. I like them, and I am currently play testing a set of critical miss rules. But I admit that it is a very delicate balancing act. On the one hand, you don't want them to gimp martial classes. And on the other hand, you don't want them to be so meaningless as to be worthless to keep track of. Right now my own rules I'm satisfied don't gimp martial classes, but only in the context of my own house rules that already significantly nerf spellcasters. However, I'm leaning towards the belief after a few years of playtesting that I've been overly cautious in setting the chance of fumble confirmation and in terms of the effects of fumbles on play. The goal is to diversify play and make it more interesting, but it has so far only rarely done so while ever so slightly slowing down play. It does do all those things, but with a confirmation roll being only a second 1, you have to really wonder whether or not its worth rolling for fumble confirmation after every 1 when it's going to be only like once ever dozen or so encounters that anyone is ever going to fumble. I'd have to look at the RAW, because I think it is already well specified by the rules in any situation where it matters. However, because I've been using house rules for like the last 10 years, I don't remember what the RAW says, so off hand all I can do is explain how I play. In general, you can hustle, move normally, or move cautiously. If you hustle, you can get from place to place quickly (using a double move). However, you are automatically treated as distracted and so suffer a -5 penalty to perception type checks (spot and listen, typically), and moving even remotely silently is next to impossible. The advantage of hustling however is that you are commando style storming the dungeon, giving foes less opportunity to get prepared while maintain as long as possible the advantage of your spell buffs. If you move normally, you don't have any particular disadvantages but you move only your normal rate. If you move cautiously, you move at only 1/2 your normal rate, but you can search your path as you move potentially detecting traps before you stumble into them. Because of this, most movement in a dungeon is cautious until the dungeon is well explored. Note, I have a habit of having pressure plates that only have a 10% or 20% chance of being triggered by each character that crosses them, so its not at all guaranteed that just because you went through a corridor without mishap that you can do so again. This occasionally causes great 'hilarity'. In theory, you could also run in the dungeon, but this usually doesn't occur because there is rarely a straight and long path that allows for running speed and you are distracted, and you lack a threat zone (and so can be easily tripped or grappled), you aren't searching for traps, you can't move silently at all, and you typically have a penalty to the DC of reflex saves versus certain sorts of traps. However, it sometimes does occur when pursuing or fleeing a foe. In the case of a player declaring that they want to move across the map while the party remains in a different area, first that player is going to die. Rule #1 of PC survival is never split the party in a dungeon. And never never split the party in a dungeon. I've flat out told my players this at the beginning of the campaign, and repeatedly thereafter, but in my experience PC's never do learn. Of the 10 PC deaths in my current campaign thus far, 9 occurred as the result of splitting the party. But if a player insists on committing suicide by carelessness, compute the travel time of the character to wherever he's going, and allow the rest of the players to commit to whatever actions that they want while the PC is gone. It seems like that by and large you are playing in this manner, just keep in mind that they don't have to move at their base rate (though it's logical to assume that they do unless they state otherwise). If either group is going to do anything of note, you'll probably want to separate the players into different rooms. This is the another reason why splitting the party is bad - it complicates the life of the DM to track two groups time separately. Also, you are basically proposing to bore your fellow players while you monopolize the DM's time, so if you don't have a very good reason for it, it's generally considered rude. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions
3.5 Rules Cheat Sheets, other questions
Top