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Thread: Most Ridiculous Rules in RPGS
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2016-06-27, 11:43 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
"Immobilized"
Common (and gross) misconception. Armor doesn't impede movement that much, especially because that would be a serious design flaw. A knight in full plate can get up from a prone or supine position just fine, albiet a little bit slower than a man in little to no armor. Being on the ground like that only provided a temporary opportunity to dispatch them, same with any combatant you've knocked over. It was exploiting a moment of vulnerability, especially if they were stunned or injured by the fall.
Of course, any truly "realistic" combat system would also have to account for dispatching heavily-armored opponemnts via sheer blunt force (maces, etc), aside from just finding the chinks in armor with finesse.
So we're now back to overcomplicating things, because both strength and dexterity have a place in melee.Last edited by Ceiling_Squid; 2016-06-27 at 11:49 AM.
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2016-06-27, 12:00 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Well lots of games of D&D would have been ruined by "rolling a D20 and adding modifiers versus an AC score in order to simulate a melee attack" - because that is a concept introduced to D&D in 3rd Ed - so D&D games played with earlier versions simply don't work like that.
Personally I really don't like the way BECMI D&D (optional rules) and 3.0 & 3.5 handle skills - I find it is a system that defines what people cannot do not what they can (and yes, it is made worse by the fact it is in a level-based system) and no, the flaw with this way of handling skills is not easy to compensate for (especially as diplomancers are a thing) - it is something that can be endured.
As for levels making five numbers go up or down and nothing else - pre 3rd Ed most D&D levels were that, indeed after level 9 very few classes even got hit dice - they got 1-3 hit points per level flat.
Probably the biggest mistake with 3rd Ed's class levels is they tried to make all classes equivalent - older versions of D&D had radically different amounts to xp required to level depending on the class (e.g. 1st to 2nd level - 1200xp thief, 2000xp fighter, 4000xp elf).
Incidentally if you think the way D&D handles class levels is bad, try RoleMaster - in many ways they are a lot worse!
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2016-06-27, 12:33 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
That's not what's being said. What's being said is that there are a lot of class based systems that are pretty much D&D knockoffs with nothing much to recommend them. That isn't every class based system - Legend from these very forums is a D&D knockoff with some carefully different design that works as a replacement, Torchbearer is class based but is actually a Burning Wheel spinoff with a different focus, so on and so forth.
I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.
I'm not joking one bit. I would buy the hell out of that. -- ChubbyRain
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2016-06-27, 12:54 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Looking for feedback on Heart of Darkness, a character driven RPG of Gothic fantasy.
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2016-06-27, 01:00 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Yes, I am slightly egomaniac. Why didn't you ask?
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Originally Posted by Fyraltari
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2016-06-27, 01:07 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
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2016-06-27, 01:35 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Perhaps, but go and look at BECMI D&D which does not use THAC0 - it uses a system that is close but not the same, the attack table is not actually linear (20, 30 etc each repeat 5 times).
I agree it would not 'ruin' such games, but I was trying to make the point that Shoot Da Moon was talking about '3.0/3.5 D&D' when he (or she) was saying 'D&D' which has a lot more variability in it than he (or she) apparantly realised. The point here is that whilst you may have an issue with a rule of a game system, it helps to be specific about which game system you are talking about as different versions may actually be very different game systems under the same name.
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2016-06-27, 03:15 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
One of the people I played Dark Heresy (v1) with had that happen to them once.
In the first 15 min. of play they used a psychic power for the first time and rolled perils, accidentally summoning a Demon and killing the whole party.
When I played one player rolled a Jam about 80% of the time he made a ranged attack.
Rolling a Jam with a grenade made you roll on the grenade fumble table and he liked grenades.
The team lead, a Adeptus Arbite, had to revoke his grenade privileges or he would have killed us all with the fumble table.
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2016-06-27, 03:40 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2016-06-27, 03:42 PM (ISO 8601)
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It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2016-06-27, 06:09 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Spoiler: Old Avatar by Aruiushttp://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png
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2016-06-28, 03:16 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
I feel I would spend a couple of months just filling out the sheets, and never get round to actually playing the game.
Common enough that less experienced people pop up and say "wait, there's another way to do it? Other than levels and classes?"...
Wait, we already have super-long threads on level/class vs point buy, and it seemed we settled that level/class wasn't all the bad things people sometimes make it out to be. I think.
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2016-06-28, 09:59 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Is this thread about whether class/level systems are bad, or about ridiculous rules?
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2016-06-28, 10:17 AM (ISO 8601)
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- Jul 2011
Re: Most Ridiculous Rules in RPGS
Started out as the latter, devolving into the former around post 40 (well that was the Vancian Magic debate, which pulled into the Class/Level debate). Occasionally comes back for air, but has been pretty thoroughly derailed more than a few times (see above example about unhorsed knights a few posts ago). Generally comes back to class/level every dozen or so posts.
Last edited by AMFV; 2016-06-28 at 10:18 AM.
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2016-06-28, 11:25 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Last edited by Max_Killjoy; 2016-06-28 at 05:19 PM. Reason: strange mangle of an edit I made while posting...
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2016-06-28, 11:59 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
There are two quite ridiculous rules from the Dark Eye that I would like to mention here.
In 4.1, first edition of WdZ(Wege der Zauberei, the book about magic), it was possible for an ore elemental to create infinite sand.
Also in 4.1, there is WdA (Wege der Alchemie, book about alchemy and creating magic items), in which it is, by certain interpretations of the rules, possible to gain more magic points by combining the right materials in a magical item you are creating.Yar! I'm a signature virus, copy me into your signature!
An RPG I'm working on
Homebrew: Arcane Architect
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2016-06-28, 04:23 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Oh, wow. I've heard of drown-healing, but grenade-healing is something else entirely.
3e improves things a lot, mainly by making lethal damage an optional rule in the Gamemaster's Guide but also by lessening the severity of some of the damage conditions.
It is indeed still how it works.
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2016-06-28, 05:18 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
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2016-06-29, 12:10 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
If I'm remembering correctly, those men actually were almost completely immobilized. Not (at least for the most part) by their armor, but because several days of hard rain had turned Crecy into a bog, and a man who stood still too long would start sinking in the mud up over his toes. Being knocked to the ground meant you were basically stuck, not helped by the fact that an unhorsed man will hit the ground hard enough to cause a concussion.
Non est salvatori salvator,
neque defensori dominus,
nec pater nec mater,
nihil supernum.
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2016-06-29, 06:28 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Was that a real core rule in 2e or was it al Unearthed Arcana-style alternate rule? If it was an official rule I think Champions of Krynn and Baldur's Gate have been stiffing me.
Dragon breath weapon save DCs in 3.x are constitution based, which is odd since since it's a reflex save it seems like it should take account the dragon's ability to aim (which would be either dex, str, or int)
3.x save DCs in general are overly formulaic, general being based entirely on the monster's hd and a single ability score and ignoring all other factors, however seemingly relevant they may be."If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins
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2016-06-29, 06:34 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Official rule, AFAIK. 2e was a very different dynamic in general; it actively encouraged you to do stuff like sneak past a monster to steal its treasure, because if you got 100 XP from fighting the monster and 1000XP from its gold stash, but risked death/serious injury in the fight, that 100XP might not be worth it. Characters were much more fragile in those days (and also easier to replace, to be fair).
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2016-06-29, 07:03 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Interesting thing that come up recently,
In 5e D&D a paralyzed, unconsious, immobilized victim retains all dexterity bonuses to AC. Thus if you tie this person to a post and shoot at them with a crossbow from 110 feet away, they are just as hard to hit as if they were awake and running.
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2016-06-30, 12:58 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Yes, I am slightly egomaniac. Why didn't you ask?
Free haiku !
Alas, poor Cookie
The world needs more platypi
I wish you could be
Originally Posted by Fyraltari
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2016-06-30, 07:30 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
It was an official rule in 1st Edition AD&D, and an optional rule in 2nd Edition (in the DMG). Baldur's Gate has been stiffing you, yes. But I believe Champions of Krynn has not been. (Although it has been over a decade since I played any of the Gold Box games, so I may be mistaken).
Last edited by Lord Torath; 2016-06-30 at 07:30 AM.
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2016-06-30, 09:57 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Spoiler: 5e specific correcting compulsionBloody Brewery (D&D 5e): Elements monk as partial caster // 3.5 SRD Cleric domains overhaul // Bardic Music - Invocations-like songs // Chromatic Orb - retro style // Assassin features replace // Character sheet // Human alternative (5 subraces) // Way of Peace - monk subclass
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2016-06-30, 02:13 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Check the range on crossbows again, 110 is outside of short range. The auto crit only applys to attacks from less than 5 feet away.
More hilarity: The 5e DMG lists a cannon as taking three actions to use. One each to load, aim, and fire. Thus a cannon with a crew of 3 people can fire every six seconds. A cannon with a crew of 6 people can fire twice a round.
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2016-06-30, 02:15 PM (ISO 8601)
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It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2016-06-30, 03:13 PM (ISO 8601)
- Join Date
- Apr 2009
Re: Most Ridiculous Rules in RPGS
This is another case of not really a ridiculous rule but rather a failure to understand it is part of how the game is *meant* to be played. To be fair, I didn't get it when I was young and playing BECMI or 1e, either. I posted earlier in the thread a breakdown of how opening a gold mine is really *not* the best use of the average adventurer's time*. These days, if a player wanted to do that I'd shrug and let them go ahead and do it, understanding that mining isn't as simple as pulling gold pieces out of the ground. The mine's got to be protected, supply lines and roads have to be established, mercenaries have to be hired to guard the claim and miners hired to work the veins. The ore has to be dug out, smelted, taken to a market likely some distance away, all the way risking wandering encounter checks, raids from bandits and so forth, to say nothing of having to *do* something with the gold once they get to a market. If they really want to play Miners and Mule Trains instead of D&D I'll run with that.
*I'm running a higher level domain hexcrawl now with a focus on establish and running domains, and operating mines *is* actually something the PCs are doing, but it's totally not the focus of the game.
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2016-06-30, 07:53 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.
I'm not joking one bit. I would buy the hell out of that. -- ChubbyRain
Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.
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2016-06-30, 08:29 PM (ISO 8601)
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- May 2016
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Re: Most Ridiculous Rules in RPGS
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.