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<blockquote data-quote="der_kluge" data-source="post: 1089220" data-attributes="member: 945"><p><strong>/<strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>That's really the best way to do it. Well, aside from actually knowing the rule. There is a thread in rules, about "bashing heads together". There isn't a rule for this, but it just goes to show that situations will arise where there aren't rules for the situation. If you have players that are well versed in the rules, that helps, because they might be aware of a rule where you are not. Aside from knowing the rule, knowing the *intentions* of the rules is key. Or, at least knowing which rules exist and which don't. If you *know* that there isn't a rule for something, obviously you can feel better about making something up. But, if you think there is something close (most agreed in that thread that grappling was appropriate), then you can go with that rule and modify. I'm usually not so totalitarian that I'm going to force my decisions on things, so if the players disagree, you can work out a suitable ruling on the situation. In the end, the idea is to have fun, and keep the pace moving. You don't want to bog down to look up a rule after every single action.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>I would count that as a success, mainly because you still have 90% of game to run for the next time, and you don't have to prepare as much!</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>The feel of the game should be the same, really. Your characters are still heroes, battling the forces of evil, killing things, and looting their bodies. The rest is role-playing, which obviously doesn't require any rolls.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>The beauty of 3.5 (and 3.0) is the amount of control that it places into the hands of GMs, because GMs can rule how difficult tasks are, versus just make an "int check" or whatever. That's a big improvement over previous editions. Also, most of the balance issues have been resolved, and the game is just a lot more solid all the way around, IMHO.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Effects like this can be quite complex. Sounds like this is still a relatively low level game (3rd, at least, I suppose). Wait until the high levels, when you get multiple spell effects all going at once, and you have to keep track of every plus and minus that effects everyone. Again, this is where players can come in really handy, because they can keep track of a lot of that for you. Otherwise, keep a sheet of paper handy. </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>To paraphrase Mel Brooks, "It's good to be the DM!"</strong></strong></p></blockquote><p></p>
[QUOTE="der_kluge, post: 1089220, member: 945"] [B]/[b] That's really the best way to do it. Well, aside from actually knowing the rule. There is a thread in rules, about "bashing heads together". There isn't a rule for this, but it just goes to show that situations will arise where there aren't rules for the situation. If you have players that are well versed in the rules, that helps, because they might be aware of a rule where you are not. Aside from knowing the rule, knowing the *intentions* of the rules is key. Or, at least knowing which rules exist and which don't. If you *know* that there isn't a rule for something, obviously you can feel better about making something up. But, if you think there is something close (most agreed in that thread that grappling was appropriate), then you can go with that rule and modify. I'm usually not so totalitarian that I'm going to force my decisions on things, so if the players disagree, you can work out a suitable ruling on the situation. In the end, the idea is to have fun, and keep the pace moving. You don't want to bog down to look up a rule after every single action. [b][/b] I would count that as a success, mainly because you still have 90% of game to run for the next time, and you don't have to prepare as much! [b][/b] The feel of the game should be the same, really. Your characters are still heroes, battling the forces of evil, killing things, and looting their bodies. The rest is role-playing, which obviously doesn't require any rolls. [b][/b] The beauty of 3.5 (and 3.0) is the amount of control that it places into the hands of GMs, because GMs can rule how difficult tasks are, versus just make an "int check" or whatever. That's a big improvement over previous editions. Also, most of the balance issues have been resolved, and the game is just a lot more solid all the way around, IMHO. [b][/b] Effects like this can be quite complex. Sounds like this is still a relatively low level game (3rd, at least, I suppose). Wait until the high levels, when you get multiple spell effects all going at once, and you have to keep track of every plus and minus that effects everyone. Again, this is where players can come in really handy, because they can keep track of a lot of that for you. Otherwise, keep a sheet of paper handy. [b][/b] To paraphrase Mel Brooks, "It's good to be the DM!"[/b][/b] [/QUOTE]
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