Tips for remembering rules...

In search of the natural 20

Tips for remembering rules...

Postby Zamfir » Wed Apr 25, 2012 5:35 pm

I have learned in these past few sessions I have DMed, that though I am great at telling a story, I have a hard time remembering rules.
does anyone have any tips to combat this? I had thought up a card system but maybe there is a better way, I dunno
(And no the group doesn't know any more then me)
Image
User avatar
Zamfir
 
Posts: 2404
Joined: Fri Jan 02, 2009 4:44 pm

Re: Tips for remembering rules...

Postby Thunderst » Thu Apr 26, 2012 5:35 pm

lad, you are the DM your word is rules
Orbital101 wrote:In other words - and I mean this without so much as a hint of irony or sarcasm - stop trying to apply logic and common sense to the game or the models. You'll only make yourself angry.

Orbital101 wrote:Except for the fact that I'd be playing against Manidow, a guy who's so bad at 40k he thinks a cocked dice roll means the dice accidentally fell down your pants.


My Blog http://imperal-might.blogspot.com/
User avatar
Thunderst
 
Posts: 1114
Joined: Tue Dec 02, 2008 8:38 pm

Re: Tips for remembering rules...

Postby Tokkan » Thu Apr 26, 2012 8:30 pm

Thunderst wrote:lad, you are the DM your word is rules


Word. Though, if you want tips for remembering some rules... A way that I always found that helped is think of a way to make the rule make sense in a gameplay scenario before it comes up. A general rule of thumb is difficulty changes by 5 for each step of Hard. So, climbing a rough rock wall is 10, say, while climbing a plain rope is 15 (or 5 if it's a rough wall with a rope).

So, say, if you want to make a ruling on a player that wants to climb a chandelier's chain/rope so he could swing through combat and slash some face. Without looking at the tables, I'd say that's a 10 for climb DC (rope and wall, but it's not a Climbing rope, and it's old, so it could be harder to get a grip), and swinging from one end of the room to another, slashing as he goes, would be either an easy strength or Tumble roll (DC 5, to make sure you hold onto the rope and don't flair around too much). Attacking would be like a charge (+2 to attack, -2 to your AC), except you don't need to worry about blocked movement lanes (since you're on a frigging rope).

The premade DM screens usually have quick tables for a lot of the difficulty scales too, so that may be worth looking into.

Depending on the edition of D&D, this may be handy too: http://www.d20srd.org/ It's the core rulebooks for 3.5, along with the Psionics and Epic handbook rules.
40K Armies Played: Space Wolves, Space Sharks, Orks, Tau, eventually CSM (MSons + Bile)
Blood Bowl: Ought'Ta WAAAGH Roughriderz (Orcs), The North Spire Wendigoes (Norse) Iron-Wrath Krakens (Chaos Dwarfs, WIP), Scarlet Fliers (Dark Elves, WIP)
Heavy Gear Blitz/Arena: Peace River Defence Force, Paxton Gears in Arena
Necromunda: MacGuffin's Marauders (Van Saar)
Malifaux:Built: C.Hoffman Boxed: Rasputina, Pertitia, some extra models for both

(I'm Mike, by the way. Easier to remember than Tokkan, probably. DEFINITELY easier to pronounce)
Image
User avatar
Tokkan
Keeper of the Swearcrows
 
Posts: 1802
Joined: Thu Jul 16, 2009 7:24 am
Location: Ottawa

Re: Tips for remembering rules...

Postby Thanos33 » Sun May 13, 2012 12:53 am

can as well just start rolling random dice at times to keep the players guessing
User avatar
Thanos33
 
Posts: 353
Joined: Mon Oct 11, 2010 9:59 am
Location: Ottawa, Ontario, Canada


Return to Dungeons and Dragons

Who is online

Users browsing this forum: No registered users and 1 guest

cron