While reading a thread that mentioned the Athlete feat today, I realized that my group doesn't use the rules for jumping distances at all. That led me to wonder - what are some rules your group ignores completely? Here are some of mine:
- Jump distances - Usually I will either allow a character to make a jump or ask for an Athletics check if it seems sketchy. I rarely have exact distances available.
- Switching weapons - I allow characters to do this at any the time, even if they want to drop their sword + shield and switch to a bow (which by the rules should take an action).
- Expensive material components for spells - I've never seen a character abuse a spell like identify or chromatic orb so I see no reason to require material components. Most clerics in my main campaign can't cast revivify or raise dead so that's not an issue.
- When you can hide - A lot of people seem to dislike the way this works in the rules. I'm not sure how the official rules do it. I just make a call based on whether I think the character can reasonably hide or not.