What is the most overlooked rule in dnd?


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Menexenus said:
The Identify spell only determines the weakest function of the magic item *and* requires the crushing of a 100gp pearl.
Not anymore. In 3.5, identify reports all the magical properties of an item, including command words or anything else needed for activation. The only restriction is that it doesn't work on artifacts.
 

Wealth by level.

The type of magic items PC's get along with all of the potions, scrolls, & wands they have hoarded always seems to be way over the suggested wealth per level.
 

Stalker0 said:
2) Paladin/Monk multiclass restrictions
This one is ignored so often because even the game designers thought it was stupid. They only put it back in when a lot of players of older editions complained about it being taken out. Just ask Monte, or Skip, or anyone else involved with the creation of 3.0.
 



Lord Zardoz said:
I would say that the following things are the most overlooked.

- Starvation effects for PC's who carry no food and go into a dungeon for weeks at a time
- Bows and Crossbows that function long after having expended all ammunition
- The ramifications of differnet movement rates among party members traveling long distance on foot.

END COMMUNICATION

I agree. :)

The time it takes to don/remove armor is another. Some feats such as appraise, knowledge checks for identifying monsters, and survival are overlooked as well.

In my campaigns, there is rarely a rabbit just waiting around to be magic missled for dinner.
 

The paladin/monk multiclassing restriction is almost always overlooked or chucked, in my experience, by all but the most rules-uptight DM's. Even those uptight DM's often have lists of allowed multiclassing combos, or would sometimes allow it with a good character background or RP.

The animal companions needing to be taught tricks is something I wasn't even aware of, and have never even heard of, so I think that counts for being overlooked. I knew you had to train animals with Handle Animal if they were mundane animals, but not a Druid's or Ranger's Companion.

Needing an assistant for getting into full plate, I've never seen that used. It was just sort of assumed you could get into it on your own with enough time.

As for clerics casting with a weapon in one hand and a shield in the other, often I see this explained as a holy symbol being painted (or engraved) on the shield (or weapon) as appropriate to the faith. I really wouldn't say that holy symbols are always wooden or silver, just the example ones in the PHB: the equipment list in the PHB is not exhaustive of every item in the campaign world nor every nonmagical item an adventurer could want.

As for quick-drawing potions and/or wands, I figured any reasonably experienced adventurer (one likely to be carrying potions or wands) would have bandoleers, holsters, and other containers optimally placed to quickly draw. Heck, I've played in fantasy boffer larps where most experienced players are walking around with such a configuration so they can almost instantly pull out a potion, so I know it's quite possible, and the sort of thing that experienced adventurers come up with.

As for Encumberance, I usually see it come up at the beginning of a campaign, as everybody checks to make sure they aren't overweight when they gear up, and it might be questioned when the party is trying to really haul a lot of stuff around, but 98% of the time it gets ignored, especially the moment the party gets their first Bag of Holding and can justify carrying way more than their strength scores would allow.

In fact, I'd say capacities of bags of holding is a very overlooked rule. Most groups I've seen just assume any Bag of Holding can hold the entire party's supply of money, magic items, and similar relatively small items.

The scribing rules, depending on campaign, are either rigorously enforced (typically in the same campaigns as Paladin/Monk multiclassing), or handwaived away or greatly simplified.
 


Upkeep. I have never really been in a campaign where you had to keep track of trail rations, water supplies, inn and dining expenses. It's such small potatoes when you are trading in thousands of gp at a time that it really isn't necessary for a lot of campaigns. I usually just use the upkeep variant in the DMG to avoid having to keep track of the minutiae but maintain a semblance of realism. To motivate people to pay more than poor, I offer circumstance bonuses to interaction-based checks like Gather Information or Diplomacy based on your lifestyle. Sure, the surly fighter might live on a subsistence income but the bard would certainly want to live it up and this is fairly how I imagine it would be anyway.
 

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