Excellent list
1: Be consistent. If you take rolls that fall off the table, you take all of them. If you don't, you never do.
2: If you think a ruling of mine is wrong, you can make a brief case, if I still don't agree then my ruling goes into effect and we can discuss it further after the game. Unless your character will die as a result of the ruling, then we hash it out in detail now. However, my ruling is ultimately final.
3: Don't be a douche.
4: CvC is fine if your character would do it, but if it doesn't leave the game. PvP is not fine.
5: Everyone rolls stats(by the method I came up with) and hit points.
6: We are all here to have fun. If anyone, including the DM is not having fun, we discuss as a group what we can do to fix it.
7: A roll of 1(does not apply to initiative) means a draw from the fate deck(MtG cards). The draw will be interpreted by me according to the current circumstances and can be good, bad or neutral in effect. Fate isn't always bad or good. If the card just plain doesn't apply, I can swap it from a small pool of cards I draw at the beginning of the game and keep behind the screen.
8: Initiative is rolled each round.
9: If you roll a critical hit, any die you roll that shows maximum on the die gets to be re-rolled and added to the total damage. This continues as long as you keep rolling maximum.
10: Any spell or item designed to simply remove a significant portion of one of the pillars of play is banned. For example, Rope Trick and Tiny Hut are not available.
11: Hit points assume that you are trying to stay alive. If you walk off of a 100 foot cliff because you had 100 hit points, you are going to hit the ground with only your con score in hit points(assuming you've gained enough to pass your con score), because those are the purely physical ones. You've voluntarily given up the ones based on luck, skill, etc. gained via leveling.
12+ I'm sure there are more that I'm not thinking of, and I tend to experiment with new ones from campaign to campaign to see if one will stick or if it's going to be jettisoned when the campaign ends
I like it! There are a lot of similarities, for the most part, across the posts here, as well as some that address issues that in 30 years of DMing I've never needed to address. It's so wild that within a hobby where so many things are so similar that experiences can differ so wildly, but that's the nature of a creative hobby. Also I lol'd at "Don't be a douche," a very succinct rule haha!1: Be consistent. If you take rolls that fall off the table, you take all of them. If you don't, you never do.
2: If you think a ruling of mine is wrong, you can make a brief case, if I still don't agree then my ruling goes into effect and we can discuss it further after the game. Unless your character will die as a result of the ruling, then we hash it out in detail now. However, my ruling is ultimately final.
3: Don't be a douche.
4: CvC is fine if your character would do it, but if it doesn't leave the game. PvP is not fine.
5: Everyone rolls stats(by the method I came up with) and hit points.
6: We are all here to have fun. If anyone, including the DM is not having fun, we discuss as a group what we can do to fix it.
7: A roll of 1(does not apply to initiative) means a draw from the fate deck(MtG cards). The draw will be interpreted by me according to the current circumstances and can be good, bad or neutral in effect. Fate isn't always bad or good. If the card just plain doesn't apply, I can swap it from a small pool of cards I draw at the beginning of the game and keep behind the screen.
8: Initiative is rolled each round.
9: If you roll a critical hit, any die you roll that shows maximum on the die gets to be re-rolled and added to the total damage. This continues as long as you keep rolling maximum.
10: Any spell or item designed to simply remove a significant portion of one of the pillars of play is banned. For example, Rope Trick and Tiny Hut are not available.
11: Hit points assume that you are trying to stay alive. If you walk off of a 100 foot cliff because you had 100 hit points, you are going to hit the ground with only your con score in hit points(assuming you've gained enough to pass your con score), because those are the purely physical ones. You've voluntarily given up the ones based on luck, skill, etc. gained via leveling.
12+ I'm sure there are more that I'm not thinking of, and I tend to experiment with new ones from campaign to campaign to see if one will stick or if it's going to be jettisoned when the campaign ends.