Forked from: What are the no-goes for you?
Awhile ago I was DM'ing a 3.5E D&D game, and wondered whether the players would notice if the DM was "secretly" playing with a different set of rules than the official 3.5 rules as written. I tried an experiment and did exactly that, where I was using a completely different set of rules behind the DM screen while putting on a "front" of "appearing" to play the game with the 3.5E rules.
Even with one "rules lawyer" type in the group, I was able to hold my own and win most of the rules arguments this guy raised, by pointing them out in the PHB or DMG. I knew enough about the 3E/3.E rules in advanced.
Obvious stuff like initiative, what was done during turns, etc ... was done more or less as expected in the 3.5E rules. The "secret" set of rules I was using was mainly in the combat and skills. To make a long story short, I was basically using a very simple set of rules:
- Roll a d20.
- If the roll is greater than or equal to the DC, it happens.
- If the roll is less than the DC, it doesn't happen.
- Rolling a 1 is an automatic failure.
DC
- 2 for trivial task (optional).
- 5 for simple task.
- 10 for moderate task.
- 15 for difficult task.
- 20 for almost-impossible task.
Rolling a 20 is a critical success, for tasks which are not almost-impossible.
I essentially defined in advanced whether a task was trivial, simple, moderate, difficult, or almost-impossible with respect to a particular player character and what the situation was. These task difficulties changed during combat or with a particular situation.
When the players were rolling the d20, I just watched what number they rolled and largely ignored whatever modifiers were added to the roll. I largely ignored the damage they rolled too.
For the monsters/badguys, I didn't bother keeping track of hit points. Instead I used a condition bar with health states:
- not-hit
- bruised
- wounded
- bloodied
- dying
- death
Each of the health states had a tally of 1 to 5 ticks (determined by constitution), where a player attack roll of 10 to 14 would knock down one of the ticks. After all the ticks were knocked down in a particular health state, the monster's health state would be knocked down to the next category. For example, an orc with 3 ticks which is in a bruised state from being hit 3 times from three previous player attack rolls of 10 to 14, the next hit would drop the orc into a wounded state.
Attack rolls which are lower than 10, were a miss.
For an attack roll of 15 to 19 (ie. difficult task), it would knock the opponent's health state down one category. For example, an orc that is in a wounded state would drop down to a bloodied state with a player attack roll of 15 to 19.
For a critical 20 (or any other crit), it would knock the opponent's health state down two categories. The wounded orc would drop down to a dying state on a player rolling a crit.
I used the same system for the monsters/badguys attacking the players, but rolled for damage (ie. to keep up the "facade" of "playing" 3.5E rules).
Even after the game ended, I didn't tell the other players at first what I was doing all that time. Apparently they all liked my 3.5E game. When I finally told them of my experiment, they were quite surprised at how they didn't notice at all what I was doing, while the game had the play and feel of a real legitimate D&D game. They all mentioned that they probably wouldn't have noticed much of a difference in gameplay, if I didn't tell any of them about my "experiment".
kitsune9 said:1. DM's who want to run "fast and loose" which usually translates, "I've never taken the time to read the rules, so I'm just going to wing it." Read the rules for the game you're going to run or break out a boardgame. While I won't rule lawyer a game, I want to be able to do some things that are normal for a game, like roll the appropriate dice for iniative, do the range of allowed actions, etc. For example, we had a DM at a con who did it "fast and loose" on D&D 3.0. So we all know that init is d20, put it order, and then standard action/move action. The DM wouldn't pay attention and would cut a player's action out as he switched gears. The same player would declare a normal action like retrieve an item from pack (move action), but the DM ruled he couldn't do it in while there was a combat going on, etc., etc.
Awhile ago I was DM'ing a 3.5E D&D game, and wondered whether the players would notice if the DM was "secretly" playing with a different set of rules than the official 3.5 rules as written. I tried an experiment and did exactly that, where I was using a completely different set of rules behind the DM screen while putting on a "front" of "appearing" to play the game with the 3.5E rules.
Even with one "rules lawyer" type in the group, I was able to hold my own and win most of the rules arguments this guy raised, by pointing them out in the PHB or DMG. I knew enough about the 3E/3.E rules in advanced.
Obvious stuff like initiative, what was done during turns, etc ... was done more or less as expected in the 3.5E rules. The "secret" set of rules I was using was mainly in the combat and skills. To make a long story short, I was basically using a very simple set of rules:
- Roll a d20.
- If the roll is greater than or equal to the DC, it happens.
- If the roll is less than the DC, it doesn't happen.
- Rolling a 1 is an automatic failure.
DC
- 2 for trivial task (optional).
- 5 for simple task.
- 10 for moderate task.
- 15 for difficult task.
- 20 for almost-impossible task.
Rolling a 20 is a critical success, for tasks which are not almost-impossible.
I essentially defined in advanced whether a task was trivial, simple, moderate, difficult, or almost-impossible with respect to a particular player character and what the situation was. These task difficulties changed during combat or with a particular situation.
When the players were rolling the d20, I just watched what number they rolled and largely ignored whatever modifiers were added to the roll. I largely ignored the damage they rolled too.
For the monsters/badguys, I didn't bother keeping track of hit points. Instead I used a condition bar with health states:
- not-hit
- bruised
- wounded
- bloodied
- dying
- death
Each of the health states had a tally of 1 to 5 ticks (determined by constitution), where a player attack roll of 10 to 14 would knock down one of the ticks. After all the ticks were knocked down in a particular health state, the monster's health state would be knocked down to the next category. For example, an orc with 3 ticks which is in a bruised state from being hit 3 times from three previous player attack rolls of 10 to 14, the next hit would drop the orc into a wounded state.
Attack rolls which are lower than 10, were a miss.
For an attack roll of 15 to 19 (ie. difficult task), it would knock the opponent's health state down one category. For example, an orc that is in a wounded state would drop down to a bloodied state with a player attack roll of 15 to 19.
For a critical 20 (or any other crit), it would knock the opponent's health state down two categories. The wounded orc would drop down to a dying state on a player rolling a crit.
I used the same system for the monsters/badguys attacking the players, but rolled for damage (ie. to keep up the "facade" of "playing" 3.5E rules).
Even after the game ended, I didn't tell the other players at first what I was doing all that time. Apparently they all liked my 3.5E game. When I finally told them of my experiment, they were quite surprised at how they didn't notice at all what I was doing, while the game had the play and feel of a real legitimate D&D game. They all mentioned that they probably wouldn't have noticed much of a difference in gameplay, if I didn't tell any of them about my "experiment".