Just for Fun repeat: The "Stupidest Rule" contest

We used Weapon Speeds and other "optional" rules for Initiative in 2E. So the fighter with the Greatsword almost always went last. Monsters with "natural weapons" had +0 to initiative and almost always got to attack first.

My players hated that rule.

I'd point out that this isn't true. Monsters with natural weapons had a speed relative to their size. Medium was +3, Large +6 etc. Basically meant that dragons always went last.
 

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I'd point out that this isn't true. Monsters with natural weapons had a speed relative to their size. Medium was +3, Large +6 etc. Basically meant that dragons always went last.
True. However, Medium monsters were +3. A long sword was +5. And the fighter's two-handed sword was +10--which meant he never got to go in the first round, as any roll of 11 or greater moved him into the next round.

Ah, good times. :p

Does anyone have a link to the previous thread(s) of stupid rules? I'm really enjoying this.
 

1) weight calculations for creatures of small size: you can carry 3/4 as much as a medium-sized creature, but your equipments all weighs half of that used by medium-sized creatures. Hello, carrying capacity buff!

The square-cube law at work.

2) you can hide behind a tower shield you're carrying. Nobody's gonna see you. Really.

But they're going to figure out there's someone behind that moving tower shield.

4) the Tarrasque has neither a fly nor a burrow speed.

That's not a stupid rule, that's a stupid monster design.
 

In 1st Edition AD&D (and probably 2e as well), Reincarnation had to be cast within a certain amount of time after death, but the target didn't actually have to be deat at the time of the casting. So if someone comes back as a Bager, just re-cast the spell and see what they return as this time.

Also, the spell Transmute Rock to Mud had an area described as 2" cube per level. It was occasionally argued that this meant either one 20x20x20 cube per caster level, or a single cube that was 20 per caster level on a side. Considering that the minimum to cast the spell was 10th level, that was either 80,000 cubic feet minimum, or 8,000,000 cubic feet minimum. Either form was pretty much Slay Castle.

(Hint: The larger volume would take a muddy road twenty feet wide and two feet deep and instantly convert it to a Roman style "High road" for a shade under 38 miles of length per casting.)

Ironically, when asked, The Sage said that the volume was 2 1" cubes per level (same as it is for 3.*). I have no idea how you would get that from the words written in the book.
 

In early editions of Shadowrun, telescopic vision enhancements reduced all ranges by one category per enhancement rank. There were only four categories, so for a person with three ranks of enhancement, all shots were considered point-blank range. Note that that isn't the same as "Reduce range penalty by one rank", it actually carried the point-blank damage bonuses (inherent in the attack roll in that system), and effectively extended the maximum range of the weapon.

Stand on a rooftop in the barrens of Seattle, with a clear view of the eastern horizon (no buildings in the way) and pick off a target in New York City at no range penalty to either spot or to hit.

As the editions advanced, rules got more strange, not less.

A Shaman could summon and control one Spirit per Charisma point he had, or one, whichever was less. The rules didn't say that in so many words, but the Charisma limit was down in black and white, and the other half occurred after they restricted Spirits to their domain, and said you could only have one Spirit of each type at a time. So a City Spirit could be with you in the city, a Forest Spirit in the forest, etc.

The way around that "stupidest rule I ever heard of" was to summon your Spirits, then send them off on away missions. "Remote service" used up all the services the Spirit owed you, so once they left your presence they no longer counted as "in your control", and you could summon another right away.

Also, summoning Spirits caused drain. It did stun damage, unless the Spirit was more dice than your Charisma score. Then it did actual physical damage, and could in fact kill you.

The "stupidest rule I ever heard of" part was that you could heal physical damage with a spell in a matter of moments, while Stun could only be healed naturally, over time. Hurs of time. So a Shaman with any brains always called up the biggest Spirit they could manage without killing themselves. My Coyote Shaman always had the spirit world's version of The Incredible Hulk with him, wherever he went.

We used to say that you couldn't rules-rape that system because rape requires an unwilling victim.
 

The "stupidest rule I ever heard of" part was that you could heal physical damage with a spell in a matter of moments, while Stun could only be healed naturally, over time. Hours of time. So a Shaman with any brains always called up the biggest Spirit they could manage without killing themselves.

This was true of spells as well - if you cybered yourself your spell drain was lethal damage, which was easier to recover than stun.

My favorite stupid rule is only medium funny. In order to sneak attack in 3E, a rogue must not be suffering from a miss chance - such as that from poor illumination. Rogues should not strike in the shadows, they should be out in the light.
 

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