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<blockquote data-quote="bloodtide" data-source="post: 8923770" data-attributes="member: 6684958"><p>Well, I did give examples on previous pages. But, sure, how about one more:</p><p></p><p>The DM has a Cool House Rule: once a day a player character can "suddenly remember anything"(and Alter Reality) something they bought/found/got earlier and have. So the general intent is to help the more casual players that can't be bothered to look through the equipment lists and the players without enough real world/game savvy to figure things out "for real" ahead of time. </p><p></p><p>Now this works perfectly when all the players agree and think in step with the DM exactly: For characters to "remember"(alter reality) that they have something small, but useful when needed to keep the game flowing/make the game more interesting. So for a halfling to 'remember" they have a bag of marbles, or the fighter has a dagger in her boot or the wizard has a bottle of ink. Though it all falls apart when a player abuses it to get things they want. So Bob "remembers" he found a very expensive diamond or an anti magical rock.</p><p></p><p></p><p>You have never seen a player freak out, ever? Never seen a player whine, complain or cry? Never seen a player get sad or depressed? Never seen a player give up? Ok, so maybe you have only played with perfectly, well adjusted individuals? Ok, if that is what you say. I can tell you the world is full of people like I described, even if you have never, ever met even one.</p><p></p><p></p><p>Well, I do have an amazing effect on people and players. But it's not like I personally am responsible for all the negativity in the world.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 8923770, member: 6684958"] Well, I did give examples on previous pages. But, sure, how about one more: The DM has a Cool House Rule: once a day a player character can "suddenly remember anything"(and Alter Reality) something they bought/found/got earlier and have. So the general intent is to help the more casual players that can't be bothered to look through the equipment lists and the players without enough real world/game savvy to figure things out "for real" ahead of time. Now this works perfectly when all the players agree and think in step with the DM exactly: For characters to "remember"(alter reality) that they have something small, but useful when needed to keep the game flowing/make the game more interesting. So for a halfling to 'remember" they have a bag of marbles, or the fighter has a dagger in her boot or the wizard has a bottle of ink. Though it all falls apart when a player abuses it to get things they want. So Bob "remembers" he found a very expensive diamond or an anti magical rock. You have never seen a player freak out, ever? Never seen a player whine, complain or cry? Never seen a player get sad or depressed? Never seen a player give up? Ok, so maybe you have only played with perfectly, well adjusted individuals? Ok, if that is what you say. I can tell you the world is full of people like I described, even if you have never, ever met even one. Well, I do have an amazing effect on people and players. But it's not like I personally am responsible for all the negativity in the world. [/QUOTE]
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