Quasqueton
First Post
Every once in a while (read: almost every day) I read or hear someone spout a rule that is totally incorrect. I'm amazed at how many people read a clear and unambiguous rule and completely muddy it or reverse it. It actually grates my nerves. It makes me shake my head and say aloud, "have you actually played like that for 3 years?"
Anyway, I thought it would be interesting to see if anyone else was stunned by so much confusion on the simplest rules.
Here are some rules that are quite simple and clear, but that many people still mess up:
Take 10 - So many people confuse this with the Take 20 restrictions. In actuality, this is one of the simplest and easiest rules in the whole game. Really.
Take 20 - So many people think this is a freeby auto success, or they restrict its use from so many skills that should be open to this rule. For instance, they think you can't open locks with it because there is a risk of failure (the lock doesn't open).
Natural 20/1 - This isn't anything special with skill checks. By the rules as explicitly written, it applies only to attack rolls. [It's application to saving throws is a hot topic for debate.]
AoO - I still hear people say moving into a threatened area provokes an AoO.
Dispelling a fly spell causes the flyer to fall - People just don't read the [whole] spell descriptions.
Sunder feat - Some people think a character must have this feat to attempt a "strike a weapon" action.
I won't even mention all the confusions people have distinquishing house rules in one campaign vs. standard rules in another. [Some people make a house rule to override a standard rule that they don't like because they've misunderstood it.] Or the possible interpretations different people have regarding certain poorly worded rules. [I've seen lengthy debates over the meaning of one word in a rule.]
What rules errors drive you to distraction?
Quasqueton
Anyway, I thought it would be interesting to see if anyone else was stunned by so much confusion on the simplest rules.
Here are some rules that are quite simple and clear, but that many people still mess up:
Take 10 - So many people confuse this with the Take 20 restrictions. In actuality, this is one of the simplest and easiest rules in the whole game. Really.
Take 20 - So many people think this is a freeby auto success, or they restrict its use from so many skills that should be open to this rule. For instance, they think you can't open locks with it because there is a risk of failure (the lock doesn't open).
Natural 20/1 - This isn't anything special with skill checks. By the rules as explicitly written, it applies only to attack rolls. [It's application to saving throws is a hot topic for debate.]
AoO - I still hear people say moving into a threatened area provokes an AoO.
Dispelling a fly spell causes the flyer to fall - People just don't read the [whole] spell descriptions.
Sunder feat - Some people think a character must have this feat to attempt a "strike a weapon" action.
I won't even mention all the confusions people have distinquishing house rules in one campaign vs. standard rules in another. [Some people make a house rule to override a standard rule that they don't like because they've misunderstood it.] Or the possible interpretations different people have regarding certain poorly worded rules. [I've seen lengthy debates over the meaning of one word in a rule.]
What rules errors drive you to distraction?
Quasqueton