Yeah... I know... I think my DM was scared of trying it, (he was a bit of a novice) and this lead him to forbid it.... still, it sucked! If he thought the XP penalty was unfair, why didn't he say so?
A blanket ban on something you don't understand is always a bad idea.
What exactly is being done is abstract. That it takes a full round action (std to start, standard to finish when started in surprise round) is clear. I do understand the point of view you provide; I anticipated it in the last paragraph of my post. It is possible, but not necessary.
What is clear is that you have the start of something that results in the PC's death if not interrupted. To arbitrarily rule that it is outside of sensory perception is something that I wouldn't do; I think it is abusive. What chance the PC has of knowing...that's certainly subject to variance. But seriously, what point is served by a TPK to start the story? The DM had a PoV that didn't necessitate CdG, and the player then objecting, asking for CdG. It isn't a houserule issue, as I see it.
Section Six Soldier
Front Door of the House of Trolls
[b]If you're terribly afraid of your character dying, it may be best if you roleplayed something other than an adventurer.[/b]
I disagree. I've heard lots of stories from people whose games were ruined by psionics, incarnum, pact magic, or martial adepts because the system was being used improperly. I think it's better to ban something you don't understand (until you learn about it) than to allow something you don't understand, and then ban it later (and tell other people it's bad) because you misunderstand it.
See, I am of the opinion that a DM should read and understand what is being asked for before making a decision, rather than "ban first, ask questions later".
If psionics is too powerful for the game
Do you think it's fair to the other players to postpone the game while the DM familiarizes himself with the new system? What I was talking about was more along the lines of "Not right now, I don't really understand the system. Maybe next week after I've had a chance to read up on it."
I've never, never ever, ever ever ever, had a game where the first session was "okay, make your characters and let's get going."
My players take their time to make characters and write up backstories while I take time to make a few NPCs, flesh out a plot, and answer the other players' questions and handle requests.
First time I wanted to play a psion, my DM objected because he didn't know how it worked. So I cut a deal with him; I'd keep track of all the heavy math and details myself so he wouldn't have to, I explained the fundamental rules for it, such as max point spend on each power, in as simple and concrete manner as possible, and promised to tell what each power I used did and avoided any cheesy tricks. And if, after two sessions, he still thought the class was gamebreaking, I'd retire the character and play something else.
I got to play my psion, and he later agreed that it worked just as well as any other character. Also opened the other players' eyes to the subject of psionics, which has been enrichening to our games since.
Recently looking for a game I got sent a 13 page "house rules" document that included such gems as
He also required a paladin to play in every game. Yarg.
I stopped browsing quickly and decided to stay far, far away. This is no small document either- we're talking 10,071 words, small font, no margins.
Maybe not quite a house rule, but I played with a DM who told us his world was newly created and that monsters didn't exist, therefore our 1st level characters would not know to set up watches or be alert for danger.
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Other things were edited for continuity only.
Problems seem to arise mainly when the DM is being excessively obtuse, or when the player is trying to cheat. You two appear to have avoided those problems; others haven't been so lucky and have blamed alternative magic systems instead of identifying the real problem.
It's not the request for the backstory it's the length requirement and formatting. The only thing it's missing is "Assignments must be turned in written in ink."
I just finished a two page backstory on my current character, complete with drop caps and father son dialog. It doesn't fit this guy's formatting requirements. That would make me chafe.
Anyway, on to your questionnaire... can I get a copy? I'd like to see how it works with my character. My email is my gleemax id @ my gleemax id .com
It's balanced to the longsword cause it's heavier and costs about twenty more gold..
When I run a historical Celts game, I make my players roll off for starting equipment. Sometimes no one gets a sword.
Also, in my Celts games, wizards automatically suffer a negative alignment shift every five levels unless they have levels of fighter or ranger.
Care to explain?
1. Because armor and swords are rare artifacts left behind by the romans when they left.
2. Because magic in his setting is EEEEEEVILLLLLLLLLLLLLLLLLLLLL!!!!!!1 and corrupts you kinda like it does in Mage: The Awakening.
2. You have to role play your shopping experience, and most cases their wasn't a benefit to it.
(After 5 sessions with my dwarf just hording gold he finally realized I wasn't into it and allowed me to just buy what I wanted.)
So how do vampires work?
Cranewings, I have a might yearn to play in one of your celtic games now. Thats some intresting house rule fun.
I agree. Next game I run I want everyone to make the character they want, but then I'm going to make charts a let everyone roll for their starting social possition and equipment.
I was in an AD&D game where we did that.
It doesn't usually work out too well.
On to our own house rules:
Roll 4d6, drop the lowest, roll four sets and pick one, arrange as you like. After this you get to replace one stat with a free 18 before racial mods because your the ****ING HEROES!
Shalom! ------------------------------ "That's the trouble with the Multiverse: the inability to easily make holes."- "Marky" Mark Rosewater