LOL"The Ravagers of Erythnuul will take your family, your property, and your worthless life..... but they won't take Imperial Gold Coins. The new Garl Glittergoldcard.... it's everywhere you want to be"
LOL"The Ravagers of Erythnuul will take your family, your property, and your worthless life..... but they won't take Imperial Gold Coins. The new Garl Glittergoldcard.... it's everywhere you want to be"
Ohh, I use the same hp rule as Old One (DM rolls hidden as well, player chooses which result to take). Works fine if the DM takes it into account and my game is houserule heavy anyway ... But here we're talking about the bad houserules (hope my players don't start to postwilder_jw said:I have to sheepishly admit I tried that one, too.
Oddly, it never showed up as broken in actual game-play, probably because all the sorcerers and bards were multi-classed. I just gave it a real hard think one day, and realized it was way too good, especially considering that I already house-rule the sorcerer fairly extensively.
I used the "roll HP and if you don't like it, you can roll again" rule for quite a while ... but it ended up being too much. I'm all for enhancing PCs' survival, but most of my PCs were only a HP or two per level away from max. Makes it tough to challenge them with normal encounters.
Jeff
Hammerhead said:Also, this character was an extremely famous high level paladin who's pretty much a household name as a famous hero
KenM said:Not really a rule, because did not effect gameplay, but one DM made it a requirement to roll to-hit rolls and damage at the same time, and if you forgot, He would act like its the end of the world.
I encourage my players to do this. I do it when I play as much as possible (including having color coordinated d20's and damage dice for multiple attacks) but I never require it. I almost feel bad for the efficient players at my table because they wait on the slow pokes.SableWyvern said:Not far from the rule I use. No end of the world, though.
If you've missed a session or two, and get forgetful, you probably get a couple of reminders. Anyone may get one reminder, if I'm in a good mood.
Then, it is assumed that the damage rolled with an attack is the damage done. So, no damage dice = damage done nil.
Speeds combat up immensely, and the players rarely forget.
Oh, and the same rule applies to me, unless I'm needing to continually swap damage dice for different critters/attack forms in the same battle, in which case I generally let myself off a couple of times.
I usually hand out "Jokers" at the beggining of the game, two or three for the whole party. Each Joker can be traded out for a reroll, it works out pretty good, specially when there's practically no ressurrection.Alloran said:Hehe. I had a DM that didn't know how the metamagic rules worked. He had it set up so that, as a thirteenth level Sorcerer, I could cast a second level spell (Say Acid Arrow) 27 times in one round with the 'quicken spell' feat. Now, I was useless for the rest of the day, but think about that. 54d4 damage in one round. Followed by an additional four rounds of 54d4 damage. He wouldn't change it either, even after demonstrating to him it's brokenness. I didn't complain too much, mind you, but still. (The game was mostly about roleplaying anyway. I only got to go [pardon the pun] medieval on some creature's ass twice. ^_^)
This is also the DM that gave out the cleric domain ability for 'Luck' out as a feat. That could be taken multiple time. (yes. It's broken. Trust me)
~Alloran
3. Roll 17d6 and spread the total around your six stats.