House Rules

The theme of these rules is playing with respect for each other. You'll see that theme again and again. We are always open to feedback of any kind. Almost all the mechanical rules we use are standard D&D 4th edition.

Rules

  • While the game session is being played, the DM's decisions are final. This is not to say that he won't listen to an argument or objection, but he will not let the argument prevent the group from playing on. If you have an objection to something currently going on, raise the issue and we will discuss it briefly. The DM will then make a ruling that will be in effect from that point forward. If you wish to discuss the issue again, just bring it up anytime after the session (perhaps by email or forum). The DM will be more than happy to hash anything out and will change the ruling, if necessary for the future. Fun and fairness are our priorities.
  • During a combat encounter, try to be prepared with your next action. Combat takes the longest amount of time when people are not prepared to decide what they are going to do. It should not be hard to at least have some idea of what you want to do next. This will help to keep everything moving smoothly. Your character doesn't even get six seconds to consider his action, so you shouldn't need that much longer. Players usually have a couple minutes between turns anyway.
  • If you can not make a session that you previously agreed to attend, please give as much notice as possible so that the group is aware of it.
  • Players roll the dice out in the open and are always open to share their character sheets with the DM if asked.
  • Know the game rules the best you can. All players should know the following from the PHB: Three Basic Rules (p 11), Power Types and Usage (p 54), Skills (p178-179), Feats (p 192), Rest and Recovery (p 263), All of Chapter 9 [Combat] (p 264-295). A player needs to read the sections for building his or her character — race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing. This doesn't mean you have to memorize all of them (I don't know them all), but at least those that pertain directly to your character. This includes special abilities the character has, skills, feats, spells, items, etc. The only other big area to know is the combat rules. We know it takes a while to get them down, but knowing them makes the game go faster and keeps things fun. If ten sessions go by and you still are stopping the game on your turn with basic stuff, or everyone discovers a lack of proofreading abilities on your part has made your character overly powerful and nobody knew - people tend to treat that sort of thing as a little disrespectful to the group.

Procedures

  • Experience is awarded by overcoming challenges and accomplishing the goals of the party. We pretty much use the standard rules. We also award bonus experience for story awards, roleplaying well, writing summaries, and other out-of-game or extra participation.
  • Minimize or eliminate meta-gaming talk during the session. Speak through your character. An example is telling another player to perform an action differently when your character can not even see him/her. Meta-gaming talk just pulls everyone out of the immersion of the game world and turns the game from a roleplaying game into a strategy game.
  • Try to keep out-of-game references to a minimum. We understand that it will be impossible to eliminate them completely and that sometimes they can provide a welcome relief. We are here to have fun and as long as the references aren't too common, they are great. On the flip side, talking about last night's basketball game for 35 minutes while your friends are waiting to roleplay can really be a buzzkill.
  • We are always open to more ideas such as the ones above as long as they 1) make the mechanics of the game flow more smoothly and 2) are simple.