Rarely used rules

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 know you're just being sarcastic, but...

The weights that 3e assigns to some of the weapons and armor (and even some of the other gear) are totally rediculous.

I redid all the weights for armor, weapons and some of the other items to reflect realworld weights. Now, we do use encumbrance most of the time, but only "ballpark" figures so that encumbrance does effect swimming and the other such skills without bogging down the game.

I believe I got most of my weights from A'Koss' website, though the exact address escapes me at the moment.
 

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We haven't really kept track of weight, except in unusual circumstances (e.g., PC 1 is knocked out, so PC 2 carries them -- what encumbrance level does that put 'em at?), and as an excused for everybody to want bags of holding, handy haversacks, and belts of many pouches.

As for D&D, the armor weights don't seem too high, not compared to other sources I've seen. Plate armor was heavy. The weapons, OTOH, are mostly ridiculous.
 

I've never once tried or seen anyone counterspell in a game I ran or played in.

Encumbrance pretty much comes down to, "Are you carrying anything unreasonable for your character? No. Fine."

Arrows/bolts/stones are rarely kept track of.
 

In my game people can delay their actions for as long as they want, not just to -10 of their original initiative.

I use encumbrance, I use counterspelling, and I NEED cover with my groups elvish archer.

Rav
 

Well the rules I don't use, or use modified is Initiative.
For as long as I can remember (17 years) when playing D&D we roll for initiative every round. One roll for monsters and individual rolls for PC's.
Having never played the 'official' rules I couldn't comment on how they work, but the idea of going the same all of the time does not apeal to me or the rest of my group.

Bob
 

I am the same way with ecumbrance. If its reasonable then fine.

I do make my players keep track of arrows and such. The elf archer was down to 5 arrows while fighting a group goblins and orcs in a dwarven mine :P He was forced to use his sword and actually enter combat.

One of my players have the trip feat and disarm so we use those now. Used grapple once, never did it again.

I have never seen counterspell, ever. I played in cons and RPGA tournements all over the place with level 1 to 20 wizards and never saw counterspell. I don't think I ever read the rules for it.


Thats it.
 

For my group, we simply do not use counterspells (I don't think some of them even knows the option exists, but it's fine by me, as I never think of it either).

Another neglected option is "ready an action against a charge." Have you ever seen anyone use it? Ready action, sure, but I have yet to see a spear weilding opponent or player use this. It's just me, isn't it?
 

We never use counter spell either.

Magic item saving throws don't get brought up either. I don't even know where the chart is.

We tend to make up vision stuff too. Somedays the PCs can see like 10 miles the other days we only see 60 feet.

Mounted combat we use but we always have to look it up!

We use grapple all the time though. Sunder, trip, encumberance, aid another, readied action, delay, ammunition, all find there way in once a month or so.
 

My players never take a full defense action or fight on the defensively or use expertise. I'm fond of all three because I can give a fighter with a 16AC a total AC of 25 when fighting defensively and using expertise. Turn that around and make an AC of 25 into 34 and you've got a pretty good tank for a level 5-10 fighter to have.
 

Refocus, anyone?
Yeah! Lets waste a round so we can go first next round... wait a second... what the hell's the point in that?!
Refocus is so rarely used I almost forgot about it compleatly, its like the d-Pad on my N64 controllers...
 

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