Post by Danny on Jan 17, 2013 20:37:04 GMT -7
I didn't want to get these confused with alterations to the mechanics of the game, so I put them in a different forum post, but they're basically rules for social interaction at the table.
1) I choose when skills are rolled. Assume you can attempt any action and I'll ask you to roll if I want you to. Many skills(such as Knowledge skills) will not be rolled, since you're assumed to have a certain degree of competency and making it more random is not interesting. On the other hand, if you were rushing to search a library for information on a certain herb to cure someone of an obscure poison or disease, that'd be a great time to roll the check. Think of it as a logical extension of the "Take 10" and "Take 20" mechanics.
2) Anyone who isn't having fun should approach me directly(between sessions, please!) so I can figure out what's going on and attempt to fix the issue. I'm not always the easiest person to talk to but if I complain, feel free to remind me about "Rule 2".
3) Spellcasters need to have their spell details written or printed out for quick reference so they can answer questions I may have. Pathfinder's spells are spread across at least six hardcover books and dozens of paperbacks and I'm trying to move away from juggling all the books on the table. Preferably, we'll move the books off the table entirely, because a player with his/her nose in the book is an unengaged player.
4) Only the DM can answer questions about the rules. People are trying to be helpful at the table, and I appreciate the thought, but when a player asks a question and I try to answer it, anyone else who decides to helpfully answer that question is just talking over or under me. In addition, I'm notorious for changing/bending the rules as I see fit, so it's the only way to be certain that questions are being answered correctly!
TO BE CONTINUED
1) I choose when skills are rolled. Assume you can attempt any action and I'll ask you to roll if I want you to. Many skills(such as Knowledge skills) will not be rolled, since you're assumed to have a certain degree of competency and making it more random is not interesting. On the other hand, if you were rushing to search a library for information on a certain herb to cure someone of an obscure poison or disease, that'd be a great time to roll the check. Think of it as a logical extension of the "Take 10" and "Take 20" mechanics.
2) Anyone who isn't having fun should approach me directly(between sessions, please!) so I can figure out what's going on and attempt to fix the issue. I'm not always the easiest person to talk to but if I complain, feel free to remind me about "Rule 2".
3) Spellcasters need to have their spell details written or printed out for quick reference so they can answer questions I may have. Pathfinder's spells are spread across at least six hardcover books and dozens of paperbacks and I'm trying to move away from juggling all the books on the table. Preferably, we'll move the books off the table entirely, because a player with his/her nose in the book is an unengaged player.
4) Only the DM can answer questions about the rules. People are trying to be helpful at the table, and I appreciate the thought, but when a player asks a question and I try to answer it, anyone else who decides to helpfully answer that question is just talking over or under me. In addition, I'm notorious for changing/bending the rules as I see fit, so it's the only way to be certain that questions are being answered correctly!
TO BE CONTINUED