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Unwritten Rules


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Voadam said:
Work with the DM and fellow party members to have a good time.

This is the most important rule, and shouldn't have to be said, much less repeated constantly.

The following are also rules that I have:

Don't argue with the GM at the table (this shouldn't have to be mentioned)
Don't try to play other peoples characters (this shouldn't have to be mentioned)
Don't cheat (this shouldn't have to be mentioned)

Those four comprise my basic operating structure, and seem like common courtesy to me. I'd never had any problems with this until my recent game, where the first three are pretty much constantly broken by at least one player, occaisionally two (consistenly the same players).

*sigh* I guess I'll have to start warning my groups that basic human interaction skills will be required as a rule. ;)
 

RULES AS A PLAYER

3) Whizz on the altars and break the statues.
Ironically, I had an adventure where the PCs had to put a shattered statue back together to see the clue to open the door to the next part of the dungeon.

RULES AS GM

2) Bad things happen to characters with unpainted minis.
It's a running joke among my group that the TPK happens as soon as all PC minis are painted. So if you want a painted representation of your character, do it early. If you don't do it early, don't do it last.


And by the way, Wulf (Re: my closed thread): I took your post as you intended it. We're cool. No problem.

Quasqueton
 


DM is entitled to 10-20% tithe of all snacks/food brought to the game.

If said tithe is not payed, the player shall not blame the DM if his character is struck by lightning, spontaneously combusts, or suddenly dies of a burst appendix.
 

iwatt said:
I like most of these except 8,9,10,11. IMNSHO, when someone tries to tell me how to play and what composition the party must have, I just feel all the fun sucked out of the game.
If you want to have an all rogue party, go ahead. If you want to multiclass as a druid/cleric/wizard/bard, go ahead.

Nod, well, that's the ideal, IMHO, but there's different ways to get to the same goals of party balance and strength. Check out these different parties. So far, 1 and 2 seem most effective, 4 the least. Partially, the survival factor is also down to players playing to their strength -- the wizard guy is usually more effective if you let him play what he wants instead of telling him to shake it up.

The different games I'm in or DM (some of which we haven't played for years) have:
Party 1:
- paladin
- fighter/cleric (half-orc)
- fighter
- bard
Strength: hand-to-hand combat, good low-level healing
Weakness: the bard has to do the thieving and the maging, weak high level healing.

Party 2
- ranger/thief
- fighter
- fighter/wizard (elf)
- monk
- cleric
- wizard (elf)
- wizard/sorcerer
- druid (half-elf)
Strength: hand-to-hand and missile combat, mage blasting
Weakness: slow at healing (the cleric to wounded ratio is off), ranger/thief is not great with traps

Party 3
- ranger (elf)
- fighter (elf)
- wizard
- ranger/sorcerer (elf)
- cleric (dwarf)
Strength: missile combat
Weakness: the dwarf clerics stonecunning is all we've got for trap finding

Party 4 (victims of a recent TPK, and often on the verge)
- barbarian (half-orc)
- cleric
- wizard
- thief (gnome)
- bard (half-elf)
Strength: fast for running away!
Weakness: nobody but the barbarian could kill much
 

1 - Do the Math. For example - Wizard Hit Dice progress at a rate of 1d4 / level. Their fireball spell progresses at a rate of 1d6 / level. Don't be surprised when you ground-zero a fireball and obliterate yourself, even if you only rolled average damage.

1b - Do the math before your turn comes around. This means you should have added up the bonuses to strike a while ago. If you have to add them up on the spot, you missed.

2 - Never kill the DM's big villian that he's been building up to and foreshadowing for weeks with one shot. He'll just bring in the villian's older brother to mop up.

3 - Arkham Asylum is the least secure prison on Earth. Don't be surprised when the villian you put there crops up again. This applies to pretty much every prison, really.

4 - Smurfs and Faerie Dragons are to be smited (smote? smitten?) on sight. Give them no quarter.
 

xx) Don't name your character with a pun or play on words. The humor will end before the campaign does -- probably before the first session does.

Grr...
 

The Thayan Menace said:
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"Killing PCs is a hell of a drug ...."​

If you don't stop, I'm going to find out where you live.
 

It's just a game.. that I poured 10 hours into since we played last week, and what do you mean you'll be two hours late, and no I'd rather you didn't bring your 3 year old niece and her coven of barbie dolls, and yes female fighters do wear armor....

When the DM says "initiative" stop talking about what was on friends last night

Yes we are playing D+D, and no I don't have a problem with hit points, and yes body damage is more realistic, but like I said this is D+D.

No you can't take your actions back... why, beacuse it was three rounds ago, and yes I agree it was a stupid decision to attack the dragon with a pitchfork, and no I don't know why you thought it was a dragon slaying pitchfork, and yes really, you are dead
 

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