What are your table rules?

Several people have mentioned that they give penalties or bonuses to characters based on the prompt arrival of the players. I have never understood the need to do this, and would be hesitant to play in a game where this sort of draconian time management tool is used.

My current group consists of myself and nine players. We are all in our 30s or 40s (one will turn 50 soon), and several of us have jobs where we are on call. This means that we can be called into work at a moments notice, and has happened a couple of times as people were on their way to the game. According to some of these rules, that player would be penalized for something out of their control. Several of the players have to travel long distances (70 or more miles). In Minnesota, in the winter, this can be very unpredictable.

My rule has always been to try and arrive on time. I understand that occasionally you might be late, but try not to make a habit of it.

I am curious as to why people who have this rule feel the need to use it. Is your group of players habitually tardy? Was this rule implemented because of a single player, or because of the group in general? How often is this rule enforced? Are there other ways outside of game play that a player can gain or lose experience for their character?
 

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A rule we use that I haven't seen listed here is: "No player is allowed to read the Monster Manual (or similar book) at the table"

Basically, if you don't know what a creature can do, your character will find out the hard way.
 


I am curious as to why people who have this rule feel the need to use it. Is your group of players habitually tardy? Was this rule implemented because of a single player, or because of the group in general? How often is this rule enforced? Are there other ways outside of game play that a player can gain or lose experience for their character?

I'm interested as well. Some of the rules must have been implemented for a reason. Are there players in your group that you don't get along with or something? Are there players you don't trust or know very well? It just seems harsh.

The game is supposed to be fun. Punishing a player for something that might be out of their control isn't fun for anyone.
 


Crothian said:
Don't be an ass.

That's pretty much the only rule the groups I run have ever used. Of course, it's entirely unspoken, and largely superfluous, since if you ARE an ass, you're not likely to have been invited to play in the first place.

Yes, I'm very picky about who I will play with.

Yes, it would probably be considered "elitist."

I'm fine with that.
 

I've only codified a few table rules:

ALl players will have enough dice to roll - simultaneously - all attack and damage dice their character is capable of doing in a round (criticals not withstanding). Damage dice will be color coded to their attack dice. That means, if you're a 13th level ranger and have rapid shot with a flaming longbow, you best have 4d20, 4d8 and 4d6, in four colors.

Be ready to roll your attack and/or move your mini at the start of your turn.

If you cannot roll dice and keep them within arm's reach, you will be provided with a box in which to roll.

Dice on the floor don't count.

No evil characters. You're heroes. Act accordingly.

Characters with wisdom scores of 15 will not be played like well-armed toddlers - i.e. impulsive and with no thought for the consequences of your actions.

If you are not having fun, discuss it with the DM. Or leave. But don't expect me to read your mind.


that's about it!

jtb
 

My main rules are that you MUST be able to commit to the game, being able to show up regularly and on time. If you can't come, you must give a very good excuse. If you can't come too often, you're out.

Since there are waiting lists for playing most of my campaigns, my players tend to be very good about that rule.

Lately, a new rule has been that the last one to arrive is the one who has to go get the cokes and snacks for the party.

Finally, smoking: I'm a pipe smoker, and all my players implicitly know that in my apartment there will be smoking going on. If they don't want to be in that environment, they don't have to play my game. Whining about smoking in anything other than a good-natured way will get you kicked out the door.

Oh, and in my Amber campaign: don't play around with the DM's Trump deck!

Nisarg
 

Thanee said:
Not even if you cast polymorph/summon monster?

Bye
Thanee
From a roleplaying perspective your character shouldnt be able to summon/polymorph something s/he hasnt learned of yet. But that is just my thought.
 

But from a playing perspective it really helps to know your stats, if you polymorph into something. ;)

And for summon spells, I consider learning the spell enough to be familiar with the creatures you can summon (the ones listed in the PHB for the summon spells).

Bye
Thanee
 

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