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<blockquote data-quote="jollyninja" data-source="post: 145429" data-attributes="member: 3208"><p>well, is rules lawyering funner then actually accomplishing somehting in game? </p><p></p><p>no, so my advice is to do what i did and quit doing it, if i notice something that i don't think is being done by the book, i'll ask the dm after the session if he was aware of the rule. if he was not then i've enlightened him, if he was, then i'll file it in the unused rule section of my brain. your new DM should probably institute a rule that rules issues will be brought up after the game. once it's an official rule, the RL's will have to live by it.</p><p></p><p>of the thousand feats in existence, i still seem to stick mostly to the ones in the PH, it's just easyer that way. i look through my other books only after i have exausted my characters options in the PH. if i use one from another book, i'll make sure the dm knows exactly what it does so that there is no issue in the middle of the session, nobody knows exactly what every feat does.</p><p></p><p>if something gets broken (which alot of new rules start out as anyway) fix it, if you don't like a rule do not use it. if it turns out that the rule was kind of nessisary to keep balance, put it back in.</p><p></p><p>AoO's can be really problematic, if they are responsible for alot of grief (AKA slowdown) in your group, i might roll them back to only during movement, ranged attacks and spellcasting. it's quick and easy to judge.</p><p></p><p>groups composed entirely of rules lawyers kill a dm's passion to create anything in the way of story because the lawyers slow fights down to a crawl and can make the simplest encounter with an npc into a group of dice rolls. my main piece of advice is go with less ruling and more roleplaying.</p></blockquote><p></p>
[QUOTE="jollyninja, post: 145429, member: 3208"] well, is rules lawyering funner then actually accomplishing somehting in game? no, so my advice is to do what i did and quit doing it, if i notice something that i don't think is being done by the book, i'll ask the dm after the session if he was aware of the rule. if he was not then i've enlightened him, if he was, then i'll file it in the unused rule section of my brain. your new DM should probably institute a rule that rules issues will be brought up after the game. once it's an official rule, the RL's will have to live by it. of the thousand feats in existence, i still seem to stick mostly to the ones in the PH, it's just easyer that way. i look through my other books only after i have exausted my characters options in the PH. if i use one from another book, i'll make sure the dm knows exactly what it does so that there is no issue in the middle of the session, nobody knows exactly what every feat does. if something gets broken (which alot of new rules start out as anyway) fix it, if you don't like a rule do not use it. if it turns out that the rule was kind of nessisary to keep balance, put it back in. AoO's can be really problematic, if they are responsible for alot of grief (AKA slowdown) in your group, i might roll them back to only during movement, ranged attacks and spellcasting. it's quick and easy to judge. groups composed entirely of rules lawyers kill a dm's passion to create anything in the way of story because the lawyers slow fights down to a crawl and can make the simplest encounter with an npc into a group of dice rolls. my main piece of advice is go with less ruling and more roleplaying. [/QUOTE]
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