JonnyP71
Explorer
I think that any house rule .......
Everything else, I'm pretty flexible.
Replace coffee with tea and you are me....
I think that any house rule .......
Everything else, I'm pretty flexible.
Well then we will have to meet up at some large convention, and play at adjacent tables.This one here means you and I would likely not be a good fit at the same table
But it took me hours to craft these 'Go To The Light!" handouts. Show some appreciation, man.Your cleric can go on all day about the light of Pelor, but I don't even want to see your pamphlet in the real world.
I like a DM who sees their role as supporting the PCs to be heroes in a tough but fair kind of way and allows players a say in elements of how the world works. Too many house rules usually means that's not the case. This often points to a DM who wants the players to know their PCs are hemmed in by restrictions to all sides and to just sit back and let the DM lead them onwards in his/her glorious story.
To me those are two different things. Yes, some of our rules are restrictive, but that’s because they are helping to define the world.
The rules are the framework. But the players write their story. My job as the DM is to provide an interesting setting with various plot threads, events, schemes, rumors, and places to explore and engage as they wish. If they decide somebody’s criminal activities need further investigation, then off they go. I certainly have no idea what will happen, although I do have a sense of where some of these threads end up if they don’t intervene.
But my job is not to provide the story overall. That’s primarily the players job.
That extends to rules too. I happen to be the guy that loves tweaking the rules, have 35+ years of experience doing it, know the history of the game and the world, so I’m usually the one tweaking the rules. Or at least designing the tweaks my players request. But if there’s something they don’t like, then we address it. Maybe they just don’t understand the why.
One asked if they’ll gain an ability when they get to higher level to step between shadows. The answer was no, because I think the ability for a significant portion of the population to be able to teleport 30’ at will changes the world too much. But, he might find a magic item that allows it. Perhaps it’s something that a secret society has learned and he can join that group with very limited ranks.
Restrictions aren’t always bad, nor do they always mean no. For world-changing abilities, like being able to sprout dragon wings, that character may be the exception-the one person in the world that has developed a means to do it. Not just because he reached a certain level.
Not quite sure I get the rationale behind this preference, unless you're referring specifically to modules or APs that one or more players have been through before. (something a DM should always ask about before running a canned module if dealing with players she doesn't know)5. Running "canned" adventures or adventure paths.
This one can't be helped. Even in rules-lighter 0e or 1e it's still easy to have combats go on all session once the PCs get to mid-to-high level, partcularly if there's numerous opponents who also each have loads of abilities and options to choose from. (the worst to run, believe me, are when one adventuring party fights another!) 3e-4e-5e are even worse in that by mid-high level both the PCs and the opponents have boatloads of h.p. to plow through and - in 4e-5e - very limited means of bypassing h.p. and going straight to the kill.8. Long drawn out battles that take up half the session or more (actually anything more than 15 minutes is generally to much).
Yeah, I'll get behind this one. Xp should be earned by what the character does, not the player.Mouseferatu said:Oh! Any campaign in which out-of-game actions (like buying the DM miniatures) grants in-game XP. I have no interest in micro-transactions in my tabletop gaming, thanks. Been there once, didn't like seeing it happen, won't be there for it again.