Rarely used rules

sunder and disarm

I think Sundering can be realy advantageous. But my players look at it like taboo. "Purposefuly destroy another man's magic sword! That's hitting below the belt!" So I gues I'm a nasty fighter, cause big strength and Sunder is where its at. Disintigrate if your a wizard. :P

Disarm. The lesser version of Sunder. Still quite handy. What good is a weaponless minoutar? Just a bag of HP. But if you fight him while he's got his axe, better pray to Pelor he dosn't roll a crit!:eek:
 

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Re: sunder and disarm

pseudo_hero said:
I think Sundering can be realy advantageous. But my players look at it like taboo. "Purposefuly destroy another man's magic sword! That's hitting below the belt!" So I gues I'm a nasty fighter, cause big strength and Sunder is where its at. Disintigrate if your a wizard. :P

They just don't want to risk breaking something they could use for themselves once the other man is dead :)


Disarm. The lesser version of Sunder. Still quite handy. What good is a weaponless minoutar? Just a bag of HP. But if you fight him while he's got his axe, better pray to Pelor he dosn't roll a crit!:eek:

A bag of hit points with a 4d6+6 gore attack?

My fiend's character developed a phobia of cows after being taken to -9 hp by the charge of an invisible minotaur wizard :)

Oh god...note to self...give minotaurs spring attack... :)
 

The rule to hit cover if you fail to hit because of the cover and how you don´t hit the cover if it manages to get out of the way and therefore you hit the target as if there were not any cover. :eek:
 

I'm also in the "Nothing but the most basic rules" boat myself, in both of the games I've played in as well as my own (short-lived, soon revived) game. On the other hand we (all games) are fairly new to the system and are just getting over our focusing on the 'basics' to get them down pat. I hope to soon be using the various 'optional' rules, especially in the game I'm going to be re-starting soon. I'm the sort that'll do things like "Oh this fight's near a dangerous drop-off? Time to learn/use the Bull Rush manuver on a PC! Mwahahah" ;) :p

We're semi-serious with using the Encumbrance rules. I say 'semi-' because we usualy only calculate it exactaly when creating a character or when our character's load changes significantly for whatever reason. If you don't use it you mess up the rules for Swim and other 'weight dependant' skills. I can't see suspending disbelief enough to say that two identical people would have as easy a time swimming across a river if one carried 60 more pounds than the other.

Besides that using Encumbrance rules makes it more entertaining for the DM as well. If you keep track of such things it forces the players to either leave thier wealth behind in coins, convert it to something easily carried and converted (ex: Gems) or they have to use some form of magical container. Each of those options makes it easier for the DM to 'redistribute' the wealth, thus helping to develop plot hooks ("You wish to recover your wealth? Well, I think that can be accomplished, if you do one small favor for me...") or just as a convienent way to remove excessive wealth from PC hands.

It also leads to potentialy 'powerful' yet non-combat oriented magical items. Example: Pouch of Infinate Wealth: functions much as a Bag of Holding, but the magic only works with coins. And of course there have already been various enchantments to lighten/alter armor and weapons discussed on these boards, so no need to re-hash them. The point is, you have magic items that would be very useful, yet wouldn't be of any interest if you were already ignoring the Encumbrance rules.

MeepoTheMighty said:
Oh god...note to self...give minotaurs spring attack... :)

Well, that or give 'm a Minotaur Rogue buddy, whom he's turned invisible... :eek: :D

Hatchling Dragon
 
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The Forsaken One said:
Encumbrance.. start using it and you'll have a idea how bad it really is.. especially for low str people and fighters in fullplate.. heavy armor and weapons and shields REALLY start to add up.... especially when you have a sane situation in which you have to carry your tons of treasure :p back to town.... if that includes some armros and weapons.. that might take several trips unless you have some magic that can help with that.

I know! It's like, such a bummer the way 3E tries to make stuff weigh something, and stuff. Clearly needs to be Rule 0'd.

:rolleyes:


I also nominate Someone's last post for Funniest Post Of The Day :).
 


At low levels we tend to ignore the whole 'ammunition' thing, as arrows/bullets etc, aren't too terribly hard to come by.

The rules about 'aiding' another player (for either a +2 to attack or a +2 to ac) aren't used much, but they're gaining momentum.

Most of the ususal suspects from previous posts...

...that's about it.

-F
 

Forrester said:


I know! It's like, such a bummer the way 3E tries to make stuff weigh something, and stuff. Clearly needs to be Rule 0'd.

:rolleyes:

I'll use encombrance when they stop multiplying the weight of all weapons by 2.
 

Counterspelling. My players don't know the rules and I don't bother.

I also don't use encumbrance rules, as long as the players don't do anything stupid. One player had a halfling sorc witgh STR 4 though, and I used the rules on him :)
 

Magic item creation.

Our party never seems to have enough gold or material to put together really interesting magic items, or even enhanced weapons.

Granted, our game differs from many campaigns where the most common element in the universe, right after hydrogen, is gold. Still, it seems like a big waste for my wizard to have sunk all those feats into Brew Potion and what not. Stingy GM. ;)
 

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