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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".