What rule does your group ignore?


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We often ignore the assist another person in Skill Challenges. IMO, only in rare cases should this be allowed. We also, often roll initiative in Skill challenges and don't allow players to delay their turn. This makes sure everyone actively participates, it forces players to listen to the structure of the challenge and forces them to think outside the box to find a way to contribute without spamming the same skill over and over. We also increase the DCs of skills after each success by 2 and this has worked quite well.
 

The other major one is the limit on the number of immediate actions you get per round. I haven't bothered auditing this one on my players, and I let the monsters do it as well and so far it hasn't been an issue. If there is some balance reason for this restriction I'm not seeing it. Arguably it makes immediate actions more powerful, but so what? Players still have to pick that power at the expensive of others. Who cares if they are geared-up to be super reactive if that's how they want to play.

A lot of the time this won't make too much difference - basically none if the interrupt powers are encounters or dailies - but the time that it will (and probably the reason for the rule) is for at-will interrupts where the triggering condition happens very often.

Combat Challenge was one already pointed out.

In PbP here we were fighting a monster with a Shield-like, at-will interrupt that gave him +4 AC against the triggering attack. I'm not sure if that was a custom power or not... but anyway, once per turn was bad enough. If he could have done that once per turn instead of once per round, it would pretty close to just increasing his AC by 4, period. We'd probably still be fighting him. :)
 

After reading this thread I'm considering ignoring all initiative rolls. Combat order will be determined by init. modifier only. I think it'll speed things up nicely.

I'll also be ignoring the milestones economy of APs and items.

Taking actions to switch weapons are gone, too.
 

I hadn't realized the dropping the magic item use limit was so popular. Chalk me up for that one.

Probably because the rule is designed to prevent the abuse of getting 3 copies of the same magic item and spamming it...which is probably handled by courtesy rules at many gaming tables.
 

Probably because the rule is designed to prevent the abuse of getting 3 copies of the same magic item and spamming it...which is probably handled by courtesy rules at many gaming tables.

I don't think it is limited to just the same items.

I think the rule is designed to prevent the abuse of having too many powers useable per encounter.

WotC mostly got rid of multi-charge items. There are single charge consumables, but those are pretty pricey for what one gets. I could see a player acquiring a lot of Daily lower power items, just because multi-charge items no longer exist.

As an example, I have my Gloves of Piercing that I use in encounter one. I have my Flaying Gloves that I use in encounter two, etc.

A player could hang onto lower level offensive and defensive items with Daily powers and just swap them out each encounter. As long as we are not talking about the big 3 here, this strategy would work fairly well. A PC could have a dozen such items at Paragon levels and use 2 or 3 of them each encounter.
 

the responses I got when I talked to the group about magic item limits:
"there is a magic item limit?" (player has no items with daily powers)
"okay"
"thank god, im trying to remember enough stuff already." (player with 3 daily items)
"hmm..." (most tactical player)
 

Personally, I'm surprised that people have a problem with daily magic item powers. I just tick them off when using them, add one, along with an AP, when we reach a milestone. I'd have no desire to drop their use.

Now, levelling and retraining... yeah, for our group, who can only get together once a month, we definitely do not stick to accurate XP measuring, and I am quite lenient with retraining. One guy even rewrote his character between games (he was playing a Deva, so it kinda made sense - he died as an invoker, returned as an avenger!).
 


Sometimes I ignore the 'forced movement does not provoke' AO rule, simply because it gets battles done faster.

It also rewards people who use push/pull/slide effects since most often they can't really move a monster far enough for them to NOT return to their original square within the next turn, unless they somehow use powers like Mystical Debris to create difficult terrain after.
 

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