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General Tabletop Discussion
*TTRPGs General
"No rules referencing during play". Reasonable, or authoritarian?
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<blockquote data-quote="Bodhiwolff" data-source="post: 4917482" data-attributes="member: 71196"><p>I'm not adding anything new -- instead, I'm voicing my support for some of the comments already made here, in an attempt to give weight to them.</p><p> </p><p>We use Power Cards for each power, with numbers pre-calculated. We have a time limit on people's decisions (30 seconds from the start of your turn until dice hit the table). We have cheat-sheets on the table with the most common rules. We have placards with the conditions on them, and the rules for each condition underneath, which we hand out to the players as needed (and thus everybody at the table can read the effects of being "blinded", etc.).</p><p> </p><p>We've found that, with all of these things combined, we *rarely* have a rules question.</p><p> </p><p>If we do, however, we have our own procedure.</p><p> </p><p>If nobody knows the answer right away, the DM makes a gut-check ruling, and we live with that until the next reasonable break in the action (usually at the end of the encounter, but occasionally there is a natural pause in the flow.</p><p> </p><p>If somebody has time beween turns, they look up the rule while the game continues. If not, we just live with the ad hoc ruling until we can look up the actual rules.</p><p> </p><p>We generally live with whatever fallout we had from the ad hoc ruling, rather than try to retroactively fix things.</p><p> </p><p>However, we've found that we enjoy the game *much* more if we just keep playing, rather than looking things up.</p><p> </p><p>The few occasions where somebody couldn't handle their character's myriad abilities without a lot of rules/mechanical interpretation and problems, we simply had that person switch characters. The group's total enjoyment is more important than any individual's needs.</p></blockquote><p></p>
[QUOTE="Bodhiwolff, post: 4917482, member: 71196"] I'm not adding anything new -- instead, I'm voicing my support for some of the comments already made here, in an attempt to give weight to them. We use Power Cards for each power, with numbers pre-calculated. We have a time limit on people's decisions (30 seconds from the start of your turn until dice hit the table). We have cheat-sheets on the table with the most common rules. We have placards with the conditions on them, and the rules for each condition underneath, which we hand out to the players as needed (and thus everybody at the table can read the effects of being "blinded", etc.). We've found that, with all of these things combined, we *rarely* have a rules question. If we do, however, we have our own procedure. If nobody knows the answer right away, the DM makes a gut-check ruling, and we live with that until the next reasonable break in the action (usually at the end of the encounter, but occasionally there is a natural pause in the flow. If somebody has time beween turns, they look up the rule while the game continues. If not, we just live with the ad hoc ruling until we can look up the actual rules. We generally live with whatever fallout we had from the ad hoc ruling, rather than try to retroactively fix things. However, we've found that we enjoy the game *much* more if we just keep playing, rather than looking things up. The few occasions where somebody couldn't handle their character's myriad abilities without a lot of rules/mechanical interpretation and problems, we simply had that person switch characters. The group's total enjoyment is more important than any individual's needs. [/QUOTE]
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"No rules referencing during play". Reasonable, or authoritarian?
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