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5 years ago ::
May 12, 2008 - 1:26PM
#41
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- Hero Craftsman Gold Medalist
Date Joined:
Sep 29, 2005
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Jason, anyone who picks #2 for your evil choice is a dimwit. Turning a 15 into an 18 is a huge boon. I can kinda see picking #3 if you have some bad gamblers in your game, though. I'd never take it because I'd rather take the sure thing +3 over the 50% 4, 5, 6. Maybe if I had 2 shots at it I take the d6 roll, but certainly not one.
Edit: I just finished taking psychological statistics, so my knowledge of all things maybe is at an all-time high. Despite the odds, the third option is by far the most popular. I haven't kept a running tally, but thus far, no one takes the first option, and option three is chosen on about a 3:1 ratio over option two.
The main thing that turns the players off is the possibility of losing bonus points (if the +3 would take the stat above 18). Don't ask me how you can "lose" a thing like "bonus" points. I just know that my players prefer to gamble, even with a 50% chance of gaining nothing.
When some others have DM'd, and made use of my evil little choice, I've honestly found the d4 to be the best option. The ability to assign the points across all of my scores usually serves me better.
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5 years ago ::
May 12, 2008 - 1:31PM
#42
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Date Joined:
Jan 24, 2008
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Someone explain to me again why all the DMs are coming here for house rules critiques? The thread is "A Place to Vent About Your Crazy DM" not "Post all your house rules and get feedback from players". Personally I would like to hear more stories about DMs rather than lists and critiques. For example, while not standing house rules my DM has ruled that my rogue, struck with a prismatic spray and turned insane only needed to sleep for 8 hours and all effects would be removed. Later when touch attacked for 2d4 level drain (rolled 1+3) decided it would only last for 24 hours. So-- back to players talking about crazy DMs!
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5 years ago ::
May 12, 2008 - 1:39PM
#43
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I get really bugged by changes to house rules mid-game. Or new house-rules for that matter.
Last session the party's monk slipped into Neutral Good (the cause was iffy too. It could easily be argued either way). The DM cackled (yes, cackled) and said "You fall unconsious". I looked at him and thought "Oh ****, a disease, a curse, what happened on that monster's dying breath?" The DM said "you are now, neutral good. You lose all your monk abilities." Screeeeeeeeech "What" I said, "thats not right. Monk's don't lose their abilities, they aren't paladins. Becoming neutral doesn't negate years of training." The DM replied "Thats how it works. Monks that violate their alignment lose their powers" I pulled out the PHB and read the section on Ex-Monks (summarized) "Monks that become non-lawful retain their previous monk abilities, but cannot advance in monk levels until they atone." The DM brushed my reasoning aside with "Thats crap." He proceded to tease the player about 'how he loved taking away aligned character's powers.' I hope my warlock never does anything remotely lawful. Maybe I could play "chaotic stupid" to avoid ability loss.
Venting felt good. Ah, another DM who hates his players.
Support Cedric Diggory, the real Hogwarts Champion!
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5 years ago ::
May 12, 2008 - 1:42PM
#44
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Date Joined:
Jan 24, 2008
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I Dont know why alot of you are complaining about simple arguements or make simple commints like At least 1 paladin per game. If you're a DM and you houserule that there must be at least one pally per party, that says to me: you as a DM want a large ring in someones nose that you can lead the party around with.
Personally, I don't enjoy playing that way. I could care less if you bring a paladin to the table. I don't mind if the DM uses that as a hook to try to lead the party around with. But if the DM's has to make it a rule just to run a game successfully, then it's not going to be a fun game- For me. My opinion.
As far as my comment being simple- I didn't realize I'd have to explain it. But thanks for asking, I'd hate to think you continued to be confused.
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5 years ago ::
May 12, 2008 - 2:06PM
#45
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I have been lucky enough to avoid most bad DMs and bad house rules. The worst have, as always, been absurd crit & fumble rules.
In my current D&D game we use five houe rules:
1. You do not need to memorize cantrips.
2. Paladins must belong to an order (list provided). The paladin must adhere to the tenets of his order, not necessarily to good and law. When in doubt, the tenets of the order take precedent.
3. Unless you are placed in a situation where resupply becomes and issue assume you have enough food, water, ammo, etc. and that you top it up when you hit town.
4. Once you have a few hundred gold, don't worry about counting copper and silver. Just tick off a few gold every tim you hit town. You can afford a drink, a meal, and a room at the inn without counting every nickel and dime.
5. Track one XP total for the whole party. When it says level up, everyone levels up. Over time it will all pretty much average out and there is little to be gained by having people leveling up at different times during a session.
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5 years ago ::
May 12, 2008 - 2:31PM
#46
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Date Joined:
Nov 23, 2006
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The part where he made me roll to hit with magic missile. Ah, so he was playing 4.0?
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5 years ago ::
May 12, 2008 - 2:48PM
#47
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Date Joined:
Dec 24, 2006
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I did also play with a group once who allowed me to roll 6 rows of 6 ability scores, rerolling ones, put them underneath eachother and pick the highest number from each row. Played once but never again.. God stats are not my thing.
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5 years ago ::
May 12, 2008 - 2:53PM
#48
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We actually create ridiculous house rules because of our players. they have the attention span of a hyper caffeinated ADHD toddler on a sugar-rush, so we have to make all sorts of crazy house rules to keep them from completely destroying the game with complaints.
A short list of rules we remember (DO NOT CRITIQUE! Questions on reasons are allowed) 1. You level up when we say you level up. XP is a hassle to keep track of. 2. Sorcerers can cast unlimited spells per day 3. Wizards get ALL spells of their spell level upon reaching said level (Exception: A specialist does not get the spells of his forbidden catagory) 4. Drow are just elves with darkvision and light blindness (we do not want to have an overpower drow character) 5. Gnomes, bards, and paladins are forbidden, the rest of the group hates them 6. If the DM rules against RAW, a player may show him the rule and the DM can decide if the rule is too be used (it is impolite to reject the written rule) 7. Depending on the PrC, we may allow a player to play from first level (This counts as a base class) 8. The killing of NPCs without reason is NOT TOLERATED and will result in your character dying immediately. 9. SEXUAL ACTIVITY IS NOT PERMITTED!!!
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5 years ago ::
May 12, 2008 - 4:29PM
#49
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Date Joined:
Jun 29, 2006
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Hey, I'm a DM and would you guys think if these house rules where in your game, they would be fine: All Druids must use the shapechange variant from PHBII, but in return they get an Animal Companion. They may trade both for WS.
It is reccomended to give me a background, 28 title, one 12 font empty line in between, and size 12 font indented 1 page document.
these are kinda idiotic...i would vent about both. edit- i wouldn't play at all
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5 years ago ::
May 12, 2008 - 4:43PM
#50
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Date Joined:
Sep 24, 2007
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My DM is usually always great and runs a nice game, the only issue I have ever had was a semi-argument/debate on Hide in Plain Sight, from the name to it being in the PH it still took a bit to convince him that it actually was "Hide in Plain Sight"!
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