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<blockquote data-quote="MNblockhead" data-source="post: 7005872" data-attributes="member: 6796661"><p>Do you or your DM ever use session-based rules? </p><p></p><p>By this, I may mean a variant or home rule that you only use for a specific session. In the thread <a href="http://www.enworld.org/forum/showthread.php?517466-Capricious-Home-Rules-and-DM-Pet-Peeves" target="_blank">Capricious Home Rules and DM Pet Peeves</a> many of the rules posted there have to do with making the game more "realistic." </p><p></p><p>Most of the time, for my games, I don't see much of a point in deviating from the RAW to make the game more "realistic." I'm fine with the default monetary system, default healing rules, etc. I especially am not interested in enforcing rules that make me or my players into book-keepers. I'm no more interested in the details of nursing oneself back to health during rests than I am with how players relieve themselves in a dungeon delve. Even things like encumbrance are things that I may give a general reality check to, but I am not going to sweat the details too much. I'll assume that coin is exchanged for gems during downtime without making players do the book keeping, etc. </p><p></p><p>But there are some sessions where resource management, or health and rest management, can be a central to the challenge and the plot. Survival-based games, retrieving heavy items under dangerous conditions with no chance to go back, race to safety challenges, and so forth. </p><p></p><p>In such situations I may require full encumbrance accounting for that session, exhaustion mechanics may be strictly enforced, I may add the healing-kit dependency rule, etc. I would let my players know this at the start--the point isn't to pull the rug from under their feet. Also, if the change is a major departure from the norm of our play style, I would likely run it past them before the session so that if they didn't like the idea I could alter things before the session. </p><p></p><p>I understand the importance of continuity and setting consistent ground rules, but occasionally mixing things up can keep the game feeling fresh. </p><p></p><p>Please share any session-based rules you have implemented. I don't mean changing a rule mid-campaign because you and your players like it better, I mean a rule or set of rules that you put in place for one adventure, or even just one encounter/challenge--just for one session or a limited number of sessions. </p><p></p><p>These can as simple as "sometimes I use variant rule X, though not in most session" to more radical ideas like "on one session I used Jenga blocks for skill challenges instead of rolling dice."</p><p></p><p>Interested in hearing how y'all mix it up at the game table.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7005872, member: 6796661"] Do you or your DM ever use session-based rules? By this, I may mean a variant or home rule that you only use for a specific session. In the thread [URL="http://www.enworld.org/forum/showthread.php?517466-Capricious-Home-Rules-and-DM-Pet-Peeves"]Capricious Home Rules and DM Pet Peeves[/URL] many of the rules posted there have to do with making the game more "realistic." Most of the time, for my games, I don't see much of a point in deviating from the RAW to make the game more "realistic." I'm fine with the default monetary system, default healing rules, etc. I especially am not interested in enforcing rules that make me or my players into book-keepers. I'm no more interested in the details of nursing oneself back to health during rests than I am with how players relieve themselves in a dungeon delve. Even things like encumbrance are things that I may give a general reality check to, but I am not going to sweat the details too much. I'll assume that coin is exchanged for gems during downtime without making players do the book keeping, etc. But there are some sessions where resource management, or health and rest management, can be a central to the challenge and the plot. Survival-based games, retrieving heavy items under dangerous conditions with no chance to go back, race to safety challenges, and so forth. In such situations I may require full encumbrance accounting for that session, exhaustion mechanics may be strictly enforced, I may add the healing-kit dependency rule, etc. I would let my players know this at the start--the point isn't to pull the rug from under their feet. Also, if the change is a major departure from the norm of our play style, I would likely run it past them before the session so that if they didn't like the idea I could alter things before the session. I understand the importance of continuity and setting consistent ground rules, but occasionally mixing things up can keep the game feeling fresh. Please share any session-based rules you have implemented. I don't mean changing a rule mid-campaign because you and your players like it better, I mean a rule or set of rules that you put in place for one adventure, or even just one encounter/challenge--just for one session or a limited number of sessions. These can as simple as "sometimes I use variant rule X, though not in most session" to more radical ideas like "on one session I used Jenga blocks for skill challenges instead of rolling dice." Interested in hearing how y'all mix it up at the game table. [/QUOTE]
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