Rule "Yes"

How often has Rule "Yes" come to the fore in your 4E games? (and explain, please.)

  • Several time a game

    Votes: 12 15.6%
  • Every game

    Votes: 23 29.9%
  • Every other game

    Votes: 17 22.1%
  • Rarely

    Votes: 14 18.2%
  • Never

    Votes: 11 14.3%

Mark

CreativeMountainGames.com
Rule Zero was often cited in previous editions of D&D as a way for DMs to disallow circumstances or actions that the rest of the rules might support but which the DM felt was untenable. The new edition has a so-called Rule "Yes" default that suggests the DM should allow most things in an effort to promote fun, sometimes at the expense of realism or other concerns. How often has Rule "Yes" come to the fore in your 4E games? (and explain, please.)
 

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Rule "Yes" is basically written into my Houserules.

Where a person can use a Power but only certain part of it, if he wishes, ie: only healing part, not attacking part.

Another is having the player being able to use Stunts, Skill Challenges, Pg. 42 during the midst of a Power.

I am also very loose when it comes to how Powers are used, sure it may say a "creature" but you can target anything you want for example.

All of these stem from Rule "Yes" in some way or another.
 

I think rule "yes" is an interesting thing. I think it's always supposed to have existed, but wasn't always expressed.

I think a good DM is not only a fair ref of the rules, but also part ad-hoc game designer. It's what makes RPGs special... the idea that I can try to do stuff not nessesarily presented to me by the rules as written.

Unfortunately I think too many times DMs and players forget this. It's why people used to get into arguments about why you need to be a thief in order to climb walls, or try to hide.

3e seemed to try to combat this "you can't do that!" attitude by trying to add rules for every action or idea, then adding the rule 0 idea that if it goes too far, a DM has a rule that says he can limit it.

4e takes I think the opposite approach. Put in rules for the most common actions, and add the "rule" that even if it's not a rule DM's should try to find a way to make it work (or at least let it be attempted) anyway.
 

The Rule "Yes" is really - the Rule "Yes, and...."

The "and" is very important. It prevents the players from running all over the campaign world, but still allows for PC input.
 


I think rule "yes" is an interesting thing. I think it's always supposed to have existed, but wasn't always expressed.
This.

I've been a staunch supporter of the "say 'Yes' or roll the dice" philosophy for some time. D&D may have been late to the party, but I'm glad it showed up.
 


1) Is this ONLY 4e? I used a variation of that rule all the time in 3.5.

2) What do you mean by "game" in terms of how often it happens? Do you mean session? Or campaign?
 


The party's scout got swallowed by a gargantuan mutant eel, then swallowed by a shark inside the eel. So the revenant blade, who was wearing a cloak of the manta ray asked if he could swim down the eel's throat.

Me: "Okay, roll a swim check." (I set the DC to 25 in my head.)
Revenant blade: "Natural 20, so 30 something."
Me: *gawking* "You dart between its tentacles and swim easily down its throat. You've got a double scimitar, right? Make a free attack as you go down the hatch."
 

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