What rule does your group ignore?


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I'm sure we ignore lots of rules... just not purposively. We don't know them to ignore them! :)

As I get older, I get a lot less appreciative of "chrome" rules - exceptions to the rules to model something-or-other. (I play a few hex-n-counter wargames, and they tend to have a lot of those). I know that D&D 4E design is occasionally described as exception-based design, but mostly it doesn't feel that way: it has a basic core of rules which powers then use to implement their effects.

The "chrome" or exception rule really springs into play with the limit of daily magic item powers. It really is an ugly rule; it's there to enforce a certain balance, but does so at the requirement of a bunch of memory. It's not an obvious rule that flows from what went before. Honestly, if I redesigned D&D at this point I wouldn't call them "Daily" powers at all - much better if they were "Magic Item" powers and you could use a certain number of those powers per day.

Do I ignore that rule? Don't think it comes up much. We probably do...

Cheers!
 

Skill selection upon character creation. There is no reason to limit what skills you can be trained in based on class alone. Those are good 'suggested' skills, however, players can pick from anything on the list.

If your fighter wants to be trained in Knowledge Arcana, Dungeoneering and Nature...I see no reason why he couldn't have learned such things during his upbringing <without having to take precious feats>.
 

I ignore the rule linking the pre-generated background story to the background skill bonus. I told my players to make up good backstories and then take either a +2 bonus or add a class skill accordingly.

Based on this thread, I think I'm going to be ignoring the limit on magic item powers. It's fiddly enough that it's always bothered me, and it strains my suspension of disbelief.
 




We ignore the rule that all ranged powers provoke opportunity attacks. I think a lot of PHB powers were written without this realization. We have houseruled that only ranged attack powers provoke opportunity attacks. So the warlord doesn't get slapped for using knight's move (but he does get slapped for using Direct the Strike since it's an attack power), and the paladin does not get slapped for using Divine Bodyguard.

For characters who are supposed to be in melee all the time, it didn't make sense to us that they should be provoking attacks for using their utility powers.
 

Skill selection upon character creation. There is no reason to limit what skills you can be trained in based on class alone. Those are good 'suggested' skills, however, players can pick from anything on the list.

If your fighter wants to be trained in Knowledge Arcana, Dungeoneering and Nature...I see no reason why he couldn't have learned such things during his upbringing <without having to take precious feats>.

I agree, and the Backgrounds allow for that (at least for one of them, anyway). I've told all of my players to give themselves a background to flesh out the character. Most of them went for +2 to a skill, but one of them (the 9-year-old playing a Dragonborn Fighter) really wanted to learn Giant and was thrilled with the "coolness" of the Bounty Hunter background (and is often saying things like "And I know that because I used to be a bounty hunter!").
 

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