Which rules do you NOT use?

encumberance, multiclassig XP penalties, and (and i think most people ignore this rule) - multiclassed characters are counted as having all skills from all classes as class skills (rather than just the clas theyre taking).

And also (this is probably off topic but a have to say it) i really cant understand why people who hate psionics hate it because its not magic. To me there is no difference between the two (apart from nomenclature, which is where the problem lies i think). one is the power of the mind, the other is magic. honestly, i see no difference between psionics and sorcery. Anyway rant over, sorry about that.

Sejs said:
Much like spell scribing, identify already has a reasonable cost in the time required to do it.
One hour? that's not too bad
 
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Spell Components: Ignored unless absolutely critical to the description of the spell (frex, the jar in magic jar).

Identify: I still use the spell but it just works automatically, has no material component and is a standard action to cast.

Otherwise I pretty much run the game "as is".
 

Nalfeshnee said:
One hour? that's not too bad

An hour's per is a pretty good chunk of time. Basically makes it something you don't do in the field, it's something you hunker down and devote a day to.

[crotchety old man] Fooey! I remember back in the day when identifyin' took eight hours per casting! And even then only told us the primary function of the item! [/crotchety old man]
 
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Paladin/Monk multiclass restrictions.
Keen and Improved Critical not stacking.
Spontaneous metamagic increasing casting time.
AoO for standing up from prone.

Those are the rules I can think of that I don't use.
 

Components - unless it's really expensive, spellcasters are always assumed to have material components.

I'm with you on this one. I tend to give wizards the Eschew Materials feat for free.

In my campaigns, resurrection never happens. I've never been able to wrap my mind around it. It's always seemed a little too much like a video game. I'd like to see a campaign supplement that addressed the concept of a world where the most wealthy and influential citizens could be brought back from the dead. That'd be a neat read, I think.
 

I don't use the following in my normal D&D games.

- Material Components, unless valuable
- Encumbrance
- Alignment
- Multi-classing restrictions and costs
- Death from masssive damage
- Only allowed attack from an AoO is a normal attack
 

Multiclassing penalties- Monk and Paladin restriction was chucked right quick, favored class and all has been largely ignored in most of my games.

Spell Components- pay the 5gp or whatever for the spell component pouch, and you're covered until doomsday, unless the spell has a listed expensive component.

Identify- My dice have been having phenomenal luck in rolling below 30% for determining if the item has some clue as to its use ;) For those that I don't identify upon finding, there's always a wizard in the vicinity of the party's base who will ID things for 150 gp/item, or 20gp per potion.

DR not stacking- I ignore restrictions on DR stacking. A half-celestial with DR5/magic wearing an adamantine chain shirt with DR6/- has 6 points of DR, 5 of which is bypassed by a magic weapon. It never made sense to me that a barbarian who was high enough level to have DRX/- who then put on adamantine armor wouldn't have better DR than a fighter of the same level wearing the same armor.
 

i don't use the d02 rules. to quote a silent wail: "It fails in just about every aspect of a game,and it is more of a rule playign game than role playing game.

Frist off it is way to liniar.You just get better in everyway.THere is no way in avoiding it.I mena no mater what you are, you have have hit points and levels..."
 

I choose not to use the following:

  • Inexpensive material components
  • Specific expensive material components. I just let the player's tally off the gp value, and don't worry whether it's a flawless ruby that has soaked in celestial blood for six solstices, or whatnot.
  • Multiclass restrictions
  • Death from massive damage

I usually forget to use/keep track of the following:

  • Encumbrance
  • Rations
  • Counterspell
  • Refocus action
 

Beckett said:
DR not stacking- I ignore restrictions on DR stacking. A half-celestial with DR5/magic wearing an adamantine chain shirt with DR6/- has 6 points of DR, 5 of which is bypassed by a magic weapon. It never made sense to me that a barbarian who was high enough level to have DRX/- who then put on adamantine armor wouldn't have better DR than a fighter of the same level wearing the same armor.

Er, I think you may have it a big mixed up there. Granted, DR doesn't stack, but you've got multiple types you take the best that applies in any given situation.

Half-Celestial (DR 5/magic, and 3/- from adamantine armor): Has DR 5 if hit with a non-magical weapon, DR 3 if hit with a magical weapon.

High level barbarian (DR 5/- from class levels, DR 2/- from adamantine medium armor): Has DR 5/- all the time, because that's the greater value; he's tougher than the armor. If his fighter buddy puts on the adamantine armor, the barbarian will still have DR 5/-, and the fighter will only have DR 2/-.
 

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