D&D General Rules that weren't...


log in or register to remove this ad

We have had rules creep in from computer games. Back when I regularly played 3.X one "rule" we had was that summoned monsters took XP from the party. I think this came from Everquest where a pet could take XP from the player if it did most of the damage.

As a result no one used summons.
 

It's taken the better part of half a decade to break my players of the "delay your turn" rule from 3e. Many liked to delay there actions until later in the turn (sometimes for tactical advantage, but often because they weren't paying attention and now need to look up a rule or spell and don't want to hold up the table looking) rather than 5e's specific trigger: reaction that delaying does.
 


It's taken the better part of half a decade to break my players of the "delay your turn" rule from 3e. Many liked to delay there actions until later in the turn (sometimes for tactical advantage, but often because they weren't paying attention and now need to look up a rule or spell and don't want to hold up the table looking) rather than 5e's specific trigger: reaction that delaying does.
The very first house rule I made to 5e was grandfathering delayed and readied actions from 3e because I find it makes combat more dynamic to potentially change your place in the order. And it keeps your reaction free for other stuff.

We’ve been playing 5e for nearly 6 years and it has not once caused a problem.
 

The very first house rule I made to 5e was grandfathering delayed and readied actions from 3e because I find it makes combat more dynamic to potentially change your place in the order. And it keeps your reaction free for other stuff.

We’ve been playing 5e for nearly 6 years and it has not once caused a problem.
I suspect they might have done away with delaying to avoid exploits with durations of temporary effects like conditions. But if your players aren't cheesing those things, then I wouldn't expect delaying to cause problems.
 

The very first house rule I made to 5e was grandfathering delayed and readied actions from 3e because I find it makes combat more dynamic to potentially change your place in the order. And it keeps your reaction free for other stuff.

We’ve been playing 5e for nearly 6 years and it has not once caused a problem.
I got real tired of this exchange:

Me: Player, it's your turn
Player: oh. Uh.... ::Grabs PHB and begins rapidly flipping through spell chapter:: I'm holding my turn. Let the next guy go.
Me: ... Ok. Player 2?
Player 2: ummm... I guess I attack? ::does turn::
Me: excellent, the for looks bloody from the attack!
Player: ...ok. I'm ready for my turn now!

Lather, rinse, repeat at least once per combat. So to break the habit, I forced the 5e trigger: reaction and made it if you weren't ready to at least declare your action on your turn, you took the dodge action and stared indecisively at everything around you. It has helped get people to act least pay attention to whose turn it is...
 

I suspect they might have done away with delaying to avoid exploits with durations of temporary effects like conditions. But if your players aren't cheesing those things, then I wouldn't expect delaying to cause problems.
Luckily, none of my players did that, but it does make "until your next turn" powers useless if you can just delay your action until after the power users next turn to get out of the condition.
 

Does something like that happened to other DMs? Is there any rule you could swear you saw in the books and then realized you made it up?
Not me, but some players seem to think that they can make things happen by calling for their own ability checks. I don't think that's in the rules.

Me: Player, it's your turn
Player: oh. Uh.... ::Grabs PHB and begins rapidly flipping through spell chapter:: I'm holding my turn. Let the next guy go.
Me: ... Ok. Player 2?
Player 2: ummm... I guess I attack? ::does turn::
Me: excellent, the for looks bloody from the attack!
Player: ...ok. I'm ready for my turn now!
So, you wanted to discourage players from keeping combat rolling? Is that correct?
 

So, you wanted to discourage players from keeping combat rolling? Is that correct?
No, I want them to be ready on their turn not wake up and decide to do their research then, followed by jumping in when they're good and ready some point later. (Which has also lead to "Well I was going to cast X, but while I was delaying and looking it up the fighter dropped, so now I'll jump in and take my turn to cast Cure Wounds on him" shenanigans).
 

Remove ads

Top