Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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, OSR, & D&D Variants
*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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
3e, DMs, and Inferred Player Power
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="Majoru Oakheart" data-source="post: 2568997" data-attributes="member: 5143"><p>Agreed, mostly. With the caveat that changes to make the game more "realistic" start piling up since the rules are designed to be vague on purpose to cover as many situations as possible with the same rule to avoid having to come up for new rules for each circumstance.</p><p></p><p>For instance, the arrow situation was basically us in a 5-ft wide hallway with 4 party members in front of me and the enemy in melee with the first party member. I was a sorceror in a D&D 3.5 edition game which took place in HARN world. In other words, casting spells could get me arrested and killed.</p><p></p><p>In this situation, the rules give just a cover bonus to the AC of the enemies. In the case of a house rule that allows you to hit your friends in the way, how many friends between you and your enemy does it take to get a percent chance to hit your friends? Is it a straight percentage or do you actually have to have rolled high enough to hit your friends? Does it happen with ranged touch attack spells as well as ranged weapons? What about reach weapons? Does the percentage change based on how many friends are between you and your enemy? What if there are enemies between you and the enemy you are firing at, do you risk hitting them instead? Is there a max percentage, or at some point do you have no chance of hitting the person you were aiming at?</p><p></p><p>Those are just the logic problems involved in just ONE house ruling. Then there are the balance and fun issues. Is it fun to play an archer when often you will be at the back of a party in a dungeon corridor with a large chance of hitting your friends? Shouldn't everyone just play melee fighters rather than kill their own party? If you happen to choose an archer anyways, what fun is it going to be for you when 90% of your actions are "I do nothing because I don't want to hit my party"? Doesn't that remove a lot of choices from the players?</p><p></p><p></p><p>Exactly, I also don't consider it a reason to change the RAW unless you think out the consequences of a rules HEAVILY before putting into place and even then, avoid making changes JUST because of a lack of "realism" in the rules. Understand that your views on realism might not be the same as your players' views. Often, the unrealistic version of the rule is also more fun and more easily remembered and understood.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 2568997, member: 5143"] Agreed, mostly. With the caveat that changes to make the game more "realistic" start piling up since the rules are designed to be vague on purpose to cover as many situations as possible with the same rule to avoid having to come up for new rules for each circumstance. For instance, the arrow situation was basically us in a 5-ft wide hallway with 4 party members in front of me and the enemy in melee with the first party member. I was a sorceror in a D&D 3.5 edition game which took place in HARN world. In other words, casting spells could get me arrested and killed. In this situation, the rules give just a cover bonus to the AC of the enemies. In the case of a house rule that allows you to hit your friends in the way, how many friends between you and your enemy does it take to get a percent chance to hit your friends? Is it a straight percentage or do you actually have to have rolled high enough to hit your friends? Does it happen with ranged touch attack spells as well as ranged weapons? What about reach weapons? Does the percentage change based on how many friends are between you and your enemy? What if there are enemies between you and the enemy you are firing at, do you risk hitting them instead? Is there a max percentage, or at some point do you have no chance of hitting the person you were aiming at? Those are just the logic problems involved in just ONE house ruling. Then there are the balance and fun issues. Is it fun to play an archer when often you will be at the back of a party in a dungeon corridor with a large chance of hitting your friends? Shouldn't everyone just play melee fighters rather than kill their own party? If you happen to choose an archer anyways, what fun is it going to be for you when 90% of your actions are "I do nothing because I don't want to hit my party"? Doesn't that remove a lot of choices from the players? Exactly, I also don't consider it a reason to change the RAW unless you think out the consequences of a rules HEAVILY before putting into place and even then, avoid making changes JUST because of a lack of "realism" in the rules. Understand that your views on realism might not be the same as your players' views. Often, the unrealistic version of the rule is also more fun and more easily remembered and understood. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
3e, DMs, and Inferred Player Power
Top