noamineo wrote on Oct 6
th, 2015 at 1:52pm:
I'm with you on the rules-lawyering. That's what killed my last campaign. I was playing a sorcerer and running pretty fast and loose to try and have fun, I was also doing huge damage because even in PnP sorcerers are OP. This didn't sit well with the rest of the party, who felt like it was a competition and not teamwork, so they proceeded to start rules-lawyering the shit out of every action anyone tried to preform. The group fell apart fairly fast.
My favorite dumb episode of rules-lawyering. I was playing as a 6'2" warforged sorcerer who was raised by gnomes and insisted he was a gnome. I had thrown a lot of points into bluff, and passed a successful bluff check to convince the actual gnome in our party that I was, indeed, a gnome. Apparently that's not how bluff works, but whatever, it had no bearing on anything.
Later on he got super butt-hurt because apparently, according to some obscure rule, he was supposed to get a +60 on the check, which completely defeats the purpose of being able to lie about your race in a magical fantasy game.
Anyway, that random anecdote aside, what sorts of things help you feel really immersed?
I had one DM who felt pausing to roll dice slowed down the game and impacted the story telling. So he had every player take 5 minutes at the start of the session to roll each die 50 times, except D20 which you would roll 100 times, and record the results on these sheets. Then, you turn them into him and when you are doing something that required a roll, he just looked at your next number and crossed it off.
I think it also helped, because it made it more difficult for us to figure out enemy stats, hp, etc.
Some people like rolling the dice, though, in them moment, so that might not make everyone happy.