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The rules keep stealing my thunder!
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<blockquote data-quote="timbannock" data-source="post: 3477181" data-attributes="member: 17913"><p>I have to say that I had something similar happen.</p><p></p><p>Gave a demon the Mage Slayer feat. One of the players moved in and started casting, so they went to roll to Cast Defensively and I grinned wickedly and said "Oh no you don't!"</p><p></p><p>Then another player said "Hold on! You have Mage Slayer?"</p><p></p><p>Me: "Yes, actually. Why?"</p><p></p><p>Him: "You have to announce it to spellcasters. Says so in the feat's description."</p><p></p><p>Me: "Wtf, mate?!"</p><p></p><p>Talk about a lame rule. That's the same as the player's coming up against a new monster from Monster Manual 16 and me having to read its special abilities aloud to them so they don't make a tactical movement that would be disadvantageous to them. Is there ANY OTHER FEAT or ability that you have to ANNOUNCE to your players so they can avoid it?</p><p></p><p>The hell kinda rule is that?</p><p></p><p>It's actually one of the very few things in D&D that makes me just want to pick up GURPS or something. That's how much I hate that rule.</p><p></p><p>(Egad, maybe not GURPS, but the point still stands.)</p><p></p><p>Anyway, my solution: House Rule = Mage Slayer does not have to be announced. And if my players take it, I will NOT metagame the NPCs to "mysteriously know" they possess it. My group trusts me enough for that (and I'd probably forget their feats anyway...I have enough junk to keep track of on my side of the screen).</p></blockquote><p></p>
[QUOTE="timbannock, post: 3477181, member: 17913"] I have to say that I had something similar happen. Gave a demon the Mage Slayer feat. One of the players moved in and started casting, so they went to roll to Cast Defensively and I grinned wickedly and said "Oh no you don't!" Then another player said "Hold on! You have Mage Slayer?" Me: "Yes, actually. Why?" Him: "You have to announce it to spellcasters. Says so in the feat's description." Me: "Wtf, mate?!" Talk about a lame rule. That's the same as the player's coming up against a new monster from Monster Manual 16 and me having to read its special abilities aloud to them so they don't make a tactical movement that would be disadvantageous to them. Is there ANY OTHER FEAT or ability that you have to ANNOUNCE to your players so they can avoid it? The hell kinda rule is that? It's actually one of the very few things in D&D that makes me just want to pick up GURPS or something. That's how much I hate that rule. (Egad, maybe not GURPS, but the point still stands.) Anyway, my solution: House Rule = Mage Slayer does not have to be announced. And if my players take it, I will NOT metagame the NPCs to "mysteriously know" they possess it. My group trusts me enough for that (and I'd probably forget their feats anyway...I have enough junk to keep track of on my side of the screen). [/QUOTE]
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