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Post by joatmoniac on Jan 6, 2021 19:56:01 GMT
Hey Blockheads!
With the top ten’s being part of the next set of episodes, and the year coming to a close, I thought it would be a great thing to toss out some of the rules we might need to remind ourselves of. I also say that because there is a section in Tasha’s Cauldron of Everything that talks about that exact topic.
Here are the “Ten Rules to Remember” from the book. Feel free to expand on any of them, or add some of your own!
1. The DM Adjudicates the Rules
2. Exceptions Supersede General Rules
3. Advantage and Disadvantage
4. Reaction Timing
5. Proficiency Bonus
6. Bonus Action Spells
7. Concentration
8. Temporary Hit Points
9. Round Down
10. Have Fun
Let's lift those mental weights!
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daxredhammer
Adventurer
Posts: 73
Favorite D&D Class: Tinkerer
Favorite D&D Race: Minotaur
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Post by daxredhammer on Jan 7, 2021 19:37:47 GMT
My favorite is, "the rules are just guidelines", and it is the one rule that supersedes all others at my table.
I like the list...
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Post by letterlost on Feb 2, 2021 3:43:06 GMT
Have fun
The only way you are playing it wrong is if you aren't having fun
This is, to me, the most important “rule”, and perhaps the most illusive.
At the root of my (D&D) tragic backstory is a game. I was really excited about it, unfortunately, no one else seemed to be getting into it. After much contemplation, I heard it repeated several times on a certain podcast, “the only way you are playing wrong is if you aren't having fun.” long story short, I didn’t realize how different my idea of fun was from theirs.
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Post by joatmoniac on Feb 5, 2021 19:49:30 GMT
<script id="th-iframe-script" src="chrome-extension://ofdopmlmgifpfkijadehmhjccbefaeec/assets/comms/commsiframe.js"></script>I think my big one is advantage and disadvantage. Just using it more frequently so that there are more conversations about the actions player characters are taking and what there thoughts are about the world around them in relation to those actions. Getting into discussions about all of the applicable Adv and Disadv scenarios. 8.5.7
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Post by DM Onesie Knight on Feb 21, 2021 23:33:00 GMT
As someone who likes to play very fast and loose with the rules, #1 holds a special place in my heart. I made sure all my players were on board with a more freeform, improv style of game with little time spent on rules lawyering. I make my adjudications with an eye on cinematic flavor and the rule of cool is king for me.
This makes game run fast and smooth, since my players know I'm the type to make a snap judgment call rather than spend time deliberating, and the action keeps moving. Likewise, my players know they can easily bend the rules and go for unconventional, Hollywood style actions and I will most likely roll with it and allow it if it makes sense to me.
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