| Post/Author/DateTime | Post |
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| #1Riley37Apr 27, 2015 13:17:31 | How reasonable or unreasonable are these, as a set of "Session Zero" house rules?
The "cast a spell" action is generally obvious to all bystanders, especially when the spell has material, somatic or verbal components. Exceptions are possible in certain circumstances. Sorcerors who know the Subtle Spell metamagic can use it to omit V/S components.
When you roll a natural 20 on an attack roll, that is a critical hit. Standard rule: double the number of weapon damage dice, and roll them. (All other damage dice, eg from Hunter's Mark, Savage Attack, Sneak Attack, etc. are rolled normally.) Alternate option: "place" the normal weapon damage dice for maximum results. Placing damage dice is usually faster; do NOT slow down fight scenes.
The conditions Restrained and Incapacitated (and therefore paralyzed, petrified, stunned and unconscious, which subsume Incapacitated) also include this penalty: "effective DEX of zero, and thus a -5 modifier, for AC, stat checks and saving throws".
In combat scenes, when someone is deciding and describing their action, DO NOT INTERRUPT OR INTERFERE. I give each player only six seconds, at most, to decide their action. Don't add to the demands on that player's attention! If the player's course of action is a horrible mistake, then hold your tongue and consider what YOUR character will do, on YOUR character's action, in the wake of that mistake.
When your character makes a melee attack, you may declare non-lethal intent, and take a -1 penalty, BEFORE rolling to hit. The target may still die, at DM discretion, especially if you fumble. Thanks, Riley |
| #2KalaniApr 27, 2015 13:30:46 | House Rules are strictly prohibited in AL. There are no exceptions.
With that being said, there is a difference between making a ruling and using house rules. You are free to make a ruling on anything that the rules do not cover, and your rulings are final for that session. If the rules do cover something however, you are strictly prohibited from changing it.
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| #3Coredump00Apr 27, 2015 13:45:44 |
Kalani is correct. You can't just make up your own House Rules in the sense of changing or modifying existing rules. You can have House Rules in the sense of consistent Rulings that you will make. With that in mind....
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| #4KalaniApr 27, 2015 13:55:30 | In respect to stealth casting - I use the following ruling myself.
Somatic/Material: You can disguise the somatic components of your spell by making a Sleight of Hand (perception) check. If the spell is 3rd - 5th level, you make this check with disadvantage. Spells of 6th level or higher are too complex to disguise in this way (no check allowed).
Verbal: You can disguise the verbal components of a spell by making a Deception (Insight) check. If the spell is 3rd - 5th level, you make this check with disadvantage. Spells of 6th level or higher are too complex to disguise in this way (no check allowed). If you are hiding when you cast the spell, you must make a second hide check at disadvantage. If you fail, your spellcasting gives away your position.
f you succeed on both checks (DC based on each creatures passive Perception/Insight), you can cast your spell without that creature being aware you have cast a spell. This does not prevent creatures which are the victim of a charm effect from knowing they were charmed, or that you were the creature which charmed them as indicated in the relevant spell descriptions.
Creatures which are unaware you have cast a spell cannot cast counterspell in reaction to the spells casting. |
| #5PauperApr 27, 2015 14:37:48 |
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| #6imaginaryfriendApr 28, 2015 3:12:11 |
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| #7Byakugan01Apr 28, 2015 0:10:50 | Last week a PC shot an opponent and knocked it to exactly 0, so i let him choose to do a non-lethal shot. I didn't need the npc to survive, i just thought the player would feel like he earned a little mini-achievment.
Our last DM used death saves for every monster, which i feel only frustrated us as players. All it did was slow down combats and turn us all into habitual decapitators.
I consider what i did a ruling on the spot, but what the other DM did was make a house rule. |
| (Reply to #7)Pauper |
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| #9NoctaemApr 28, 2015 7:10:56 | I think Kalani clearly stated how it works just fine Pauper and included how you can tell the difference between a ruling and a houserule.
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| #10RCanineApr 28, 2015 7:53:42 |
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| (Reply to #10)imaginaryfriend |
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| #12reddaemonApr 28, 2015 11:44:35 | In the end, some DMs are going to implement house rules. There is no way around it and everyone has their reasons. Whether people try to label their house rules as "rulings" in order to justify it or not. Any "ruling" that isnt specifically backed up by rules text that you can quote is a house rule IMO. Which isn't a bad thing. People shouldn't be discouraged from using house rules (or so called "rulings"). As long as everyone remembers that the ultimate goal of the DM is to facilitate the entire table having fun, and aren't creating the rules as a barrier to the players having fun there really shouldn't be a problem with house rules TBH. For example, I house rule when I DM that familiars act on the player's turn because I always have at least 2 players with familiars at my tables and don't want to keep track of 15 different initiative counts as it bogs down combat. For the record, I don't recall seeing in the FAQ or even the Player's Guide that house rules aren't allowed. I think this rule from the Player's Guide sums it up nicely: Make decisions and adjudications that enhance the fun of the adventure when possible." |
| #13KalaniApr 28, 2015 11:55:51 | @reddaemon: The dndadventurersleague.org website has a list of DM resource articles. The one which clarifies the intent of your highlighted passage (Make decisions and adjudications that enhance the fun of the adventure when possible) is the DMing and DM Empowerment article. Which states the following.
I strongly recommend all AL DMs be familiar with the article, as it spells out the Do's/Don'ts of making rulings in AL
DMING AND DM EMPOWERMENT
DMs Must Follow the Rules as Set Forth in the Player’s Handbook and thePlayer’s Guide and to Generally Run Adventures as Written DMs are expected to follow all of the rules in the Player’s Handbook and Player’s Guidewhen running games. Since the Player’s Guide permits characters to use all of the material in the D&D basic rules and Player’s Handbook, except for rolling ability scores and hit points and imposing certain alignment restrictions, and restricts characters to those rules, DMs cannot impose any additional restrictions or permit characters to use any additional rules. This requirement is consistent with the rules set forth in the Dungeon Masters Guide, which states on page five:
Similarly, DMs are expected generally to run D&D Adventurers League adventures as written. DMs who create their own rules and who depart from the text of adventures significantly destroy the common experience of the game and the portability of characters. In a home game, a DM can freely depart from the rules and the text of an adventure without destroying the experience for their players. However, in organized play, players find it unfair when their characters cannot do what other characters did. They get angry and complain when their DM imposes restrictions that do not limit other characters or when their DM makes them face risks that other characters in the same situation did not face. They also get angry and complain when they hear other DMs gave other players and characters opportunities and wealth that are not generally available to everyone. Therefore, in the D&D Adventurers League, DMs are required to follow the rules and generally to run adventures as they are written. Nonetheless, DMs have a great deal of latitude in how they run games. On page five, the Dungeon Masters Guide states:
Where there are no rules, or where the rules leave something unclear, it is up to the DM to decide how to handle a situation. Page fifteen of the Player’s Guide places responsibility for such decisions on the DM, stating:
For example, a player may want his or her character to swing from a chandelier during a combat, casting a spell as the character does so. The Player’s Handbook does not have a clear rule for that situation. The DM could rule it is not possible, call for a Strength (athletics) check to hang onto the chandelier, call for a Dexterity (acrobatics) check to swing from it, and/or rule that the character has disadvantage on the spell attack (or the foe has advantage on its saving throw) due to the motion of the chandelier during the casting. The current D&D rules intentionally do not cover every situation. When the situation is not covered by a specific rule, or when the rules leave a gray area, whatever the DM says is final. DMs are free to consult their players, other DMs, and the Wizards community forums at community.wizards.com/forums/132291 for guidance on the D&D rules, but are not bound by such guidance. However, where the rules do cover a situation and there is no gray area, the DM cannot vary from them. For example, the Player’s Handbook clearly indicates when players can take feats. Similarly, the Player’s Guide clearly indicates that players cannot roll character ability scores and hit points. DMs running D&D Adventurers League games cannot change or ignore those rules. Although We Play the Same Adventures,
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| #14imaginaryfriendApr 28, 2015 12:41:52 | While essentially a good set of guidelines, I wish the myth of catch-all design was not perpetuated by it. But that may just be my pet peeve.
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| #15reddaemonApr 28, 2015 16:32:47 | @Kalani
That is a great article. It should help standardize things so people can expect to play under pretty much the same rules no matter what table they go to. I'd rather look at the article as a guideline than a strict rule however. Not every DM is going to be able to adhere to the entirety of what this article described. DMs will make mistakes, some will do whatever they want anyway regardless of what the rules say even if they know they are going against the rules (like my position on handling familiars in combat).
I have played Pathfinder Society for several years and I would argue that they have a much more strict "Run as written" policy than Adventurer's League does, yet so many DMs put their own spin on the rules, despite this fact, whether it was a new DM or a Regional Coordinator. You learn very quickly to choose your battles regarding rules disputes. At the end of the day, no matter what the rules say, you have a table of friendly people gathering around to play a game. Sometimes unexpected situations come up and in order to enhance the fun at the table, you have to bend the rules a little bit.
I tend to err on the side of simplicity and so any change I make is usually to make things go faster without being bogged down by arbitray things. If DMs try to adhere to every little rule and every action gets dragged out, that's when people start whipping out their ipads and phones and checking their facebook, etc. At the same time, nobody wants to have to learn every DM's houserules for whatever part of the sytem they think needs changing. For that reason, I believe any houserules should be very minor or something that sort of makes sense and is easy to adjust to so as to not surprise players or completely invalidate their build when they play at your table. Balancing these things is what I think makes for a fun game, and making sure everyone is having a good time is what it's all about really.
For example, referring to my stance on familiars: it is a chore to keep track of every player's familiar and it speeds up combat to make them act on the player's turn rather than having the player essentially take two turns in the initiative order (one for their character, and one for their familiar). It is very easy for the player to adjust to this rule and since it is very minor and changes very little about the game, it doesn't invalidate anyone's build.
Not every table is the same, and DM's need the freedom to implement house rules to suit the environment they are in. Like your stealth spellcasting example (sorry if you don't agree but to me it is a houserule), I don't know the context in which you created that rule, but I'm sure it was in response to something happening at your table that your players were doing. The ultimate goal is to make sure everyone has as much fun as possible, and being able to change minor parts of the game is one of many tools that accomplishes this. |
| #16CahPahkahApr 29, 2015 8:08:49 |
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| #17reddaemonApr 29, 2015 9:04:55 |
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| #18CahPahkahApr 29, 2015 9:32:01 |
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| (Reply to #17)Ainulindalion |
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| #20PauperApr 29, 2015 13:49:24 | I was prepared to consider this discussion fairly arcane, until I reviewed the rules and noted that, in Fifth Edition, there is no way to modify one's position in initiative order using the rules in the Player's Handbook -- the 'delay' action from previous editions does not exist, and the 'ready' action causes a creature to use its reaction without resetting its initiative count. (Edit: The reason this is significant is, if there is a 'delay' action, then it's trivial for a player to get his character and that character's familiar acting on the same initiative count, or at least very close to the same count. With no explicit way to do this within the rules, it's literally a roll of the dice as to whether a familiar has an initiative anywhere near its master's.)
The expected ruling should be that familiars have their own initiative count, as noted under the description of the find familiar spell. DMs who feel that players are abusing their familiars are encouraged to target those familiars in combat, noting that casting the spell requires an hour of casting time and 10gp worth of specific expensive material components.
-- Pauper |
| #21reddaemonApr 29, 2015 13:03:42 | Hmm, in that case, perhaps it would be better to amend it to "familiars act on your initiative but before you do". This leaves familiars open to attack when delivering a spell as intended. Though I don't see them used for that very much anyway. The goal is to keep initiative orders short and simple so that combat flows quickly. I'd rather have players resolve everything that they control on their turn to make it easier to keep track of things. Like I mentioned before, I have seen other DMs handle familiars on the player's turn as well, acknowledging that it is not the way the rules are written but they do it to speed things up. When 3 players show up at the table with familiars, it only takes running it by the book one time to realize how tedious it is to keep track of. I'm pretty sure I'm not the first one to house rule familiars to the players' turns.
My general stance on houserules in Adventurer's League is that: as long as house rules are very minor, have an obvious or easy to justify reason for being implemented, and don't have any permanent affects, and doesn't invalidate someone's build, it shouldn't be an issue. Houserules shouldn't be added to the game lightly, and I don't believe this is a frivolous rule to have. For the record, I'm not advocating for people just making up whatever rules they feel like (some people are going to do that anyway). |
| (Reply to #10)Riley37 |
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| #23RCanineApr 29, 2015 20:33:56 |
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