Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Personal/Hosted Forums
Game Master Foundation
General Discussion
The Essential Guide to a GM’s Notebook *Updated 11/10 - Chapter 12*
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Nightcloak" data-source="post: 2179175" data-attributes="member: 23862"><p><span style="font-size: 12px">GM Notebook Essentials #7: Rules</span></p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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 <em>how</em> 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.</p><p></p><p>Once again, it’s our good friend the GM Notebook who must carry the burden of a smooth game. </p><p></p><p>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. </p><p></p><p>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:</p><p></p><p></p><p><u><span style="font-size: 12px">Players Handbook</span></u></p><p>Grappling</p><p>Attacks of Opportunity</p><p>Withdraw vs. Run</p><p>Disabled Characters</p><p>Tactical Movement (Difficult Terrain, Obstacles, and Squeezing)</p><p>Charging</p><p>Feinting</p><p>Disarming</p><p>Overrun</p><p>Sunder</p><p>Mounted Combat</p><p>Trip</p><p>Turn Undead</p><p>Two-Weapon Fighting</p><p>Delay and Readied Actions</p><p>Encumbrance</p><p>Movement and Distance</p><p>Light Sources and Illumination</p><p></p><p></p><p><u><span style="font-size: 12px">Dungeon Masters Guide</span></u></p><p>Special Abilities (Extraordinary Ability vs. Spell Like Abilities vs. Supernatural Ability)</p><p>Environment Effects</p><p>Disease and Poison</p><p>Etherealness and Incorporeal</p><p>Hiding and Spotting</p><p>Antimagic</p><p>Ability or Energy Drain</p><p>Fast Healing vs. Regeneration</p><p>Gaze Attacks</p><p>Scent</p><p>Spell Resistance</p><p>Taking 10 vs. Taking 20</p><p></p><p></p><p><u><span style="font-size: 12px">Monster Manual</span></u></p><p>Size and Facing</p><p>DC for Special Attacks/Abilities</p><p>Game rules for creature types</p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>So don’t let rule specifics bog the game down. Flip to the rules page of your notebook and move on with the action!</p></blockquote><p></p>
[QUOTE="Nightcloak, post: 2179175, member: 23862"] [SIZE=3]GM Notebook Essentials #7: Rules[/SIZE] 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 [I]how[/I] 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: [U][SIZE=3]Players Handbook[/SIZE][/U] 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 [U][SIZE=3]Dungeon Masters Guide[/SIZE][/U] 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 [U][SIZE=3]Monster Manual[/SIZE][/U] 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! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Personal/Hosted Forums
Game Master Foundation
General Discussion
The Essential Guide to a GM’s Notebook *Updated 11/10 - Chapter 12*
Top