GX.Sigma
Adventurer
I let PCs roll against each other, like for example if the Rogue wants to steal something without the Paladin noticing, and they ask me whether it works or not, I'd have them roll Sleight of Hand vs. Perception. Or if they want to lie to each other, they'll roll Deception vs. Insight for a laugh. So far, this policy has led to no real-life conflict, and very minimal in-game conflict. I guess my version of this rule would be "You are supposed to be on the same team, no fighting with each other.1. No rolling dice against other PCs. Interactions between PCs must be role played.
Very good rules. Though, I'd go with "no player shall open a book during the session, EVER." If you didn't write it down, the DM gets to decide what it is.2. No dice shall be rolled unless the DM calls for a roll.
3. No books shall be open during combat
5. The DM's rulings are final.
I've wanted to try this ever since I heard about it, but never had the heart to pull the trigger (I mostly play with newbies). How has this worked out at the table? I'm inclined to give 6 seconds myself (i.e., "Regdar, what do you do? ...5...4...3...2...1... Regdar does nothing.").4. PCs have 1-3 seconds after the DM asks "what do you do" to decide on a course of action or they lose their turn to indecision and simply take the Dodge action
This is as vital as it is difficult to enforce. Side tangent: I once played 4e with a group that spent more time on side tangents than on the game itself. Combat usually took 3-4 hours.6. Try to keep distractions such as side tangents to a minimum.
Read the rules. Write it down. Know how your character works. If you can't play your character, a new, simpler character will be provided for you so you can stop wasting my time.I can't even imagine how you could play without access to books during combat.
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