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DMs not playing by the rules (Forked Thread: What are the no-goes for you?)
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<blockquote data-quote="ggroy" data-source="post: 4856306" data-attributes="member: 83805"><p>Forked from: <a href="http://www.enworld.org/forum/showpost.php?postid=4855872" target="_blank"> What are the no-goes for you? </a></p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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:</p><p></p><p>- Roll a d20.</p><p>- If the roll is greater than or equal to the DC, it happens.</p><p>- If the roll is less than the DC, it doesn't happen.</p><p>- Rolling a 1 is an automatic failure.</p><p></p><p>DC</p><p>- 2 for trivial task (optional).</p><p>- 5 for simple task.</p><p>- 10 for moderate task.</p><p>- 15 for difficult task.</p><p>- 20 for almost-impossible task.</p><p></p><p>Rolling a 20 is a critical success, for tasks which are not almost-impossible.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>For the monsters/badguys, I didn't bother keeping track of hit points. Instead I used a condition bar with health states:</p><p></p><p>- not-hit</p><p>- bruised</p><p>- wounded</p><p>- bloodied</p><p>- dying</p><p>- death</p><p></p><p>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.</p><p></p><p>Attack rolls which are lower than 10, were a miss.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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".</p></blockquote><p></p>
[QUOTE="ggroy, post: 4856306, member: 83805"] Forked from: [URL="http://www.enworld.org/forum/showpost.php?postid=4855872"] What are the no-goes for you? [/URL] 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". [/QUOTE]
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