The PDF of game rules I use are attached below.
Heh. Speed-readers never roll a 1!GlassJaw said:After you roll, do NOT pick up the die. Otherwise you will be asked to roll again.
Are you sure the rules you've chosen will make things more enjoyable for you and your players? I wouldn't play in a game where the DM dropped your 4 rules on the table at the start.buzz said:I'm looking for some suggestions for rules of conduct at the game table. Mainly, I've been seeing sessions devolve into rules arguments and single combats eat up a whole session. Ergo, I want to put together some table rules that will make gameplay smoother and more enjoyable for me and my players.
The rules are intentionally harsh. I, like any judge, am there to apply them as necessary.jmucchiello said:Are you sure the rules you've chosen will make things more enjoyable for you and your players? I wouldn't play in a game where the DM dropped your 4 rules on the table at the start.
Sometimes it just has to be like that.buzz said:The rules are intentionally harsh. I, like any judge, am there to apply them as necessary.
Honestly, though, after going through a number of 3-4 hour sessions playing out only 10-12 rounds of combat, I feel being a stickler is necessary. Mark was a total hard-ass when he was using these rules at the Gameday event I played in, and it made for one of the fastest-moving, most enjoyable high-level games I've played.
As for the 22 Int wizard... maybe. If you can't Take 10 in the heat of combat, I don't see why you should be able to whip your protractor, as it were.
Thank you. This is exactly what I'm getting at.The_Universe said:It's sad when expectations need to be codified in order to secure everyone's enjoyment of a game, but it's better than just being grumpy about it and not getting that enjoyment in the first place.