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Rules that never made sense to you?

KarinsDad said:
I do not mind the charge rule. What bothers me is that moving through a friendly square is the same as moving through an empty square, but moving through rubble is double move.

Moving through a friendly square should be a double move as well. Wouldn't want to jostle your ally while he is fighting for his life. ;)
Do you houserule it that way? I'm curious how that is working out because it sounds good to me.
 

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Let's see, rules that bug me, or don't make sense:

3.5 Darkness (It's not Darkness, it's Dimness).
The Invulnerability armor enhancement.
The Diplomacy rules.

Those are probably my top three.
 

Infiniti2000 said:
Do you houserule it that way? I'm curious how that is working out because it sounds good to me.

I did have a rule that a dead body in a square was like rubble (I assumed this to be the case) until Hyp or someone pointed out that it was not in the rules. That worked out well. Players expected the landscape to get cluttered and that charges and fast movement across the battlefield would decrease.

But, I never houseruled moving through an ally. In fact, I am coming to the conclusion that fewer house rules are better.
 

KarinsDad said:
I do not mind the charge rule. What bothers me is that moving through a friendly square is the same as moving through an empty square, but moving through rubble is double move.

Moving through a friendly square should be a double move as well. Wouldn't want to jostle your ally while he is fighting for his life. ;)
You could make it a choice. Moving through a friendly square either:
1. Costs you double movement, as for difficult terrain
2. Causes your ally to provoke an attack of opportunity

Who gets hosed, me or him?
 

A spellbook full of 0-level cantrips can be sold for the same amount as a spellbook full of 1st-level spells, despite the fact that every wizard already knows them all and would have no need of them.

Death by massive damage.
 

ACP.

Why does ACP affect all dex skills, but not the reflex save? Chain mail gives you a -2 to jump but you can jump out of the way of a fireball just fine. I guess there is more motive there.

---Rusty
 


two said:
Obviously, in the "real world," fighting an invisible opponent would be suicide; much preferable would be fighting 2, 3, 4, or even 5 visible opponents.

If you are invisible the enemy simply can't defend against your blows very effectively (to put it bluntly).

Now I'll have to remember to look up how good invisibility is in GURPS.
 

Darkness: actually brightens a pitch black area

Flanking: If a third person joins two teammates flanking the new person does not get a bonus to hit

Casting defensively: no modifier for having more opponents around you like tumble has
 

Infiniti2000 said:
Do you houserule it that way? I'm curious how that is working out because it sounds good to me.
I'm curious too.

I like the idea! ...does it work okay in play?
 

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