GM Notebook Essentials #7: Rules
The Third edition of Dungeons and Dragons has been a huge success. By simple streamlining of the rules, and opening up the game license, the hobby has enjoyed a remarkable resurgence in popularity. One cornerstone of the d20 rule system is the many quantifiable rules that are now available to resolve numerous situations. The good news, for GMs, is that you have access to rules to resolve many situations without a need to “wing it” and make a judgment call. This is also a benefit to players as they can plan for the probable success of an action. The down side is the sharp end of the d20 sword: all those rules.
Lets face it. There is a lot to remember. This can be quite intimidating, a little nerve racking, and seem like an enormous mountain to climb for the new GM.
Buying a GM Screen is a good beginning. It hides your notes and maps from curious eyes plus a good screen holds rule information to help you out. But GM Screens usually contain the most common information used in a game, not necessarily what you will need to know in a game. It also doesn’t include details on how to handle the rules. For example, a GM Screen will have the most common modifiers in combat, but most won’t tell you the proper order of resolving a grapple and how the size modifiers work during the grapple (which happens to be different from the size modifiers for combat). When your PCs hit mid to high level, they will start to fight the big dogs, things with tentacles or jaws the size of a 75 dodge, then you will need those grappling rules.
Once again, it’s our good friend the GM Notebook who must carry the burden of a smooth game.
Why pull out the rulebooks every time a grapple situation pops up, when you can make your own rules sheet with all the odd rules you need. As a bonus, you can re-describe something if you don’t like how the book describes it and add notes to help you remember how the rule works. Come on, how many of you had to read the ‘Attack of Opportunity’ rules several times before you understood it, then still asked someone else. I know I did. Clarify those rules in a way you will keep it straight when you add it to your rules sheet. While you’re at it, also write down the book and page number. That way if you need to reference the original (or if a player wants to read the AoO rules to see it for himself), then you can go straight to it.
Any odd, difficult, or extensive rule is perfect for this page. Also, don’t forget the #1 theme of the notebook – condensing rules from multiple sources. So save yourself the trip through all the rulebooks and include them here. Some good rules to include that are generally not covered by a GM screen:
Players Handbook
Grappling
Attacks of Opportunity
Withdraw vs. Run
Disabled Characters
Tactical Movement (Difficult Terrain, Obstacles, and Squeezing)
Charging
Feinting
Disarming
Overrun
Sunder
Mounted Combat
Trip
Turn Undead
Two-Weapon Fighting
Delay and Readied Actions
Encumbrance
Movement and Distance
Light Sources and Illumination
Dungeon Masters Guide
Special Abilities (Extraordinary Ability vs. Spell Like Abilities vs. Supernatural Ability)
Environment Effects
Disease and Poison
Etherealness and Incorporeal
Hiding and Spotting
Antimagic
Ability or Energy Drain
Fast Healing vs. Regeneration
Gaze Attacks
Scent
Spell Resistance
Taking 10 vs. Taking 20
Monster Manual
Size and Facing
DC for Special Attacks/Abilities
Game rules for creature types
This list is by no mean complete. It also may be way more than you need. The question is, what would be useful to you? If you have run enough undead that you have the ethereal and incorporeal types memorized, you don’t need to have them handy. If you can’t keep the rules straight for when characters can “Take 10” and “Take 20” then it would be good idea to jot it down. In other words, this list should be shortened and added as needed to suit your needs.
Last note: Don't forget the link to the SRD above. The rules you need are there, done for you, and just waiting to be copied for ease onto your rule sheet.
So don’t let rule specifics bog the game down. Flip to the rules page of your notebook and move on with the action!