![]() At the gaming table, the rules are there to help the DM make consistent rulings. Her understanding of the law allows her to make rulings that are consistent with precedent. A judge in a courtroom knows the law that's how she became a judge. Understanding the rules and the system is key to making rulings. We all make mistakes.Ĥth Edition's Core Mechanic, however, allows for more consistent rulings to be applied by the DM in any given situation. There is no real core mechanic to the system.įor the game to work with "rulings" instead of "rules", the rulings must be able to be applied fairly to all players, given the circumstances. ![]() Some actions require a D100 roll, some a D20, and still others a D6! As I read through my old-school rulebooks, the rules are convoluted and often confusing. And not because I'm averse to making rulings at the table in any given situation. ![]() Of all the Old-School maxims, this is one I often have the most difficulty with. I'll have a more in-depth article on that soon. Gonna playtest it soon, see how the players like it. This will eliminate a lot of player waffling over which power to use, is it worth it to spend the daily now, should I save it, I don't know. Make red encounter powers usable twice per encounter. Know how your powers work.Īnd here's one that's out of left field: change daily powers (class and magic item) to be 1x per encounter powers. Know what the different funny sized dice are. Save the one with all the fun tricks to be the boss. However, there was a really interesting article over at Campaign Mastery last week where Johnn used a timer on all the participants and discovered that, by a significant amount, the DM (himself) was the biggest time-thief at his table. I think every single one of those options has been bandied about the interwebs at length and ad nauseum. Their suggestions are: roleplaying(!), doubling PC damage, doubling all damage, using average damage instead of rolling dice, using fewer monsters, and limiting character options. It's about time they got on the bandwagon. All over the place! Seemed like everyone except WotC had some suggestions on how to speed up combat. Wait, didn't the D&D 4E blogosphere hash this all out a few months ago? Why, yes, yes we did. I haven't reviewed a Dungeons and Dragons Insider Article review in a good long minute, but there was a pretty interesting one published today behind the subscription paywall concerning some things you can do to speed up combat in your 4E game.
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