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	<title>Comments on: Breaking the Rules</title>
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		<title>By: Key Our Cars &#187; Blog Archive &#187; Player Bonus Cards</title>
		<link>http://www.gnomestew.com/gming-advice/breaking-the-rules/comment-page-1#comment-7655</link>
		<dc:creator>Key Our Cars &#187; Blog Archive &#187; Player Bonus Cards</dc:creator>
		<pubDate>Mon, 12 Oct 2009 19:36:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/breaking-the-rules#comment-7655</guid>
		<description>[...] official RPGA ones (and some ideas were based on those cards obviously).  Other ideas come from this article which I&#8217;d posted about [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7655&#039;,&#039;Key Our Cars &raquo; Blog Archive &raquo; Player Bonus Cards&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] official RPGA ones (and some ideas were based on those cards obviously).  Other ideas come from this article which I&#8217;d posted about [...]
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('7655','Key Our Cars &amp;raquo; Blog Archive &amp;raquo; Player Bonus Cards'); return false;">Reply</a> </div>
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		<title>By: Alberand</title>
		<link>http://www.gnomestew.com/gming-advice/breaking-the-rules/comment-page-1#comment-6785</link>
		<dc:creator>Alberand</dc:creator>
		<pubDate>Sun, 26 Jul 2009 17:22:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/breaking-the-rules#comment-6785</guid>
		<description>Thanks! Hope they work out well. With regarding to the nitpicking, I didn&#039;t realize there was an MMA connection with that one. I went with &quot;Dodge And Weave&quot; because one of my players often says that while trying to earn a creativity point for describing his action. There is also another card in the deck called &quot;Duck!&quot;, and I tried to keep the titles unique.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6785&#039;,&#039;Alberand&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Thanks! Hope they work out well. With regarding to the nitpicking, I didn&#8217;t realize there was an MMA connection with that one. I went with &#8220;Dodge And Weave&#8221; because one of my players often says that while trying to earn a creativity point for describing his action. There is also another card in the deck called &#8220;Duck!&#8221;, and I tried to keep the titles unique.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/breaking-the-rules/comment-page-1#comment-6782</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Sun, 26 Jul 2009 14:16:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/breaking-the-rules#comment-6782</guid>
		<description>&lt;a href=&#039;#comment-6759&#039; rel=&quot;nofollow&quot;&gt;@Alberand&lt;/a&gt; - Works great. I like your titles and quips on the cards. Downloaded and saved...

Nitpicky technical point, simply because I&#039;m a geek with some MMA background: It&#039;s &#039;duck and weave&#039;.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6782&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6759' rel="nofollow">@Alberand</a> &#8211; Works great. I like your titles and quips on the cards. Downloaded and saved&#8230;</p>
<p>Nitpicky technical point, simply because I&#8217;m a geek with some MMA background: It&#8217;s &#8216;duck and weave&#8217;.
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		<title>By: Alberand</title>
		<link>http://www.gnomestew.com/gming-advice/breaking-the-rules/comment-page-1#comment-6759</link>
		<dc:creator>Alberand</dc:creator>
		<pubDate>Thu, 23 Jul 2009 19:30:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/breaking-the-rules#comment-6759</guid>
		<description>This is an awesome idea! I already have a system where players are awarded Creativity Points for good roleplaying or descriptive combat (players have a limit of 3 points at a time which can be traded for a +1 to any die roll). I love the unpredictability of this idea though, as well as giving the players some situational narrative control.

I took most of the ideas here along with a few of my own and made a set of 32 cards using Magic Set Editor. I posted a PDF of the cards at https://docs.google.com/fileview?id=0B5bZQwTzfvYUN2IxNmJlZDUtMGJlNi00MjMyLThjN2EtNmRlMmE3OGU1ZDY2&amp;hl=en. It should be publicly accessible if I did it right. If not, post here and I will fix it.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6759&#039;,&#039;Alberand&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This is an awesome idea! I already have a system where players are awarded Creativity Points for good roleplaying or descriptive combat (players have a limit of 3 points at a time which can be traded for a +1 to any die roll). I love the unpredictability of this idea though, as well as giving the players some situational narrative control.</p>
<p>I took most of the ideas here along with a few of my own and made a set of 32 cards using Magic Set Editor. I posted a PDF of the cards at <a href="https://docs.google.com/fileview?id=0B5bZQwTzfvYUN2IxNmJlZDUtMGJlNi00MjMyLThjN2EtNmRlMmE3OGU1ZDY2&#038;hl=en" rel="nofollow">https://docs.google.com/fileview?id=0B5bZQwTzfvYUN2IxNmJlZDUtMGJlNi00MjMyLThjN2EtNmRlMmE3OGU1ZDY2&#038;hl=en</a>. It should be publicly accessible if I did it right. If not, post here and I will fix it.
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		<title>By: zencorners</title>
		<link>http://www.gnomestew.com/gming-advice/breaking-the-rules/comment-page-1#comment-6752</link>
		<dc:creator>zencorners</dc:creator>
		<pubDate>Thu, 23 Jul 2009 01:31:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/breaking-the-rules#comment-6752</guid>
		<description>Love the idea, and implementing it in my house game, along with some other &quot;Deadlands&quot; favorites:

http://maidenshead.com/2009/07/house-rules/&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6752&#039;,&#039;zencorners&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Love the idea, and implementing it in my house game, along with some other &#8220;Deadlands&#8221; favorites:</p>
<p><a href="http://maidenshead.com/2009/07/house-rules/" rel="nofollow">http://maidenshead.com/2009/07/house-rules/</a>
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		<title>By: House Rules &#171; Maiden&#8217;s Head Games</title>
		<link>http://www.gnomestew.com/gming-advice/breaking-the-rules/comment-page-1#comment-6751</link>
		<dc:creator>House Rules &#171; Maiden&#8217;s Head Games</dc:creator>
		<pubDate>Thu, 23 Jul 2009 01:28:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/breaking-the-rules#comment-6751</guid>
		<description>[...] powers taken from Gnome Stew, and used without [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6751&#039;,&#039;House Rules &laquo; Maiden&#8217;s Head Games&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] powers taken from Gnome Stew, and used without [...]
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		<title>By: Tacoma</title>
		<link>http://www.gnomestew.com/gming-advice/breaking-the-rules/comment-page-1#comment-6714</link>
		<dc:creator>Tacoma</dc:creator>
		<pubDate>Tue, 21 Jul 2009 21:14:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/breaking-the-rules#comment-6714</guid>
		<description>I like this because each resource is clearly defined. Effectively you could just have the PCs find one-shot magic items that perform the same results so there&#039;s an in-game excuse. But I can roll with the player control of the situation. 

And I like it because you can tailor how they use the cards. Hero Points / Save Your Butt Points always end up getting used defensively. On the label it says they encourage cinematic gameplay and unexpected events, but smart players just use them to keep from dying. Not in this case: your cards can be environmental and interesting rather than a die roll modifier. I especially like the &quot;break one item&quot; type of idea given above.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6714&#039;,&#039;Tacoma&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I like this because each resource is clearly defined. Effectively you could just have the PCs find one-shot magic items that perform the same results so there&#8217;s an in-game excuse. But I can roll with the player control of the situation. </p>
<p>And I like it because you can tailor how they use the cards. Hero Points / Save Your Butt Points always end up getting used defensively. On the label it says they encourage cinematic gameplay and unexpected events, but smart players just use them to keep from dying. Not in this case: your cards can be environmental and interesting rather than a die roll modifier. I especially like the &#8220;break one item&#8221; type of idea given above.
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		<title>By: adam</title>
		<link>http://www.gnomestew.com/gming-advice/breaking-the-rules/comment-page-1#comment-6704</link>
		<dc:creator>adam</dc:creator>
		<pubDate>Tue, 21 Jul 2009 08:26:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/breaking-the-rules#comment-6704</guid>
		<description>This looks a lot like Swashbucklers of the Seven Skies&#039; &quot;style dice.&quot; Except, you know, with cards.

I had a GM one time in a 3.5 campaign that rewarded the party periodically with &quot;Hero Points,&quot; which allowed us to make some crazy idea of ours work in spite of the rules. They usually ended up being pivotal scenes, like the time the barbarian literally went out in a blaze of glory. He&#039;d just taken lethal damage, and used the Hero Point to make one last attack, which killed both him (engulfed in the flames of his own fiery spirit) and the BBEG (cleft in twain by the barbarian&#039;s mighty axe). We ended up having to sidequest for his soul in the underworld. That scene, and the aftermath, defined both the character and the group dynamic for the rest of the campaign. 

@pseudodragon: Nice list! I especially like Diamond in the Rough. Seems like there&#039;s all kinds of potential story hooks in that one.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6704&#039;,&#039;adam&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This looks a lot like Swashbucklers of the Seven Skies&#8217; &#8220;style dice.&#8221; Except, you know, with cards.</p>
<p>I had a GM one time in a 3.5 campaign that rewarded the party periodically with &#8220;Hero Points,&#8221; which allowed us to make some crazy idea of ours work in spite of the rules. They usually ended up being pivotal scenes, like the time the barbarian literally went out in a blaze of glory. He&#8217;d just taken lethal damage, and used the Hero Point to make one last attack, which killed both him (engulfed in the flames of his own fiery spirit) and the BBEG (cleft in twain by the barbarian&#8217;s mighty axe). We ended up having to sidequest for his soul in the underworld. That scene, and the aftermath, defined both the character and the group dynamic for the rest of the campaign. </p>
<p>@pseudodragon: Nice list! I especially like Diamond in the Rough. Seems like there&#8217;s all kinds of potential story hooks in that one.
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		<title>By: Bercilac</title>
		<link>http://www.gnomestew.com/gming-advice/breaking-the-rules/comment-page-1#comment-6686</link>
		<dc:creator>Bercilac</dc:creator>
		<pubDate>Sun, 19 Jul 2009 06:01:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/breaking-the-rules#comment-6686</guid>
		<description>&quot;For this round, the laws of physics do not apply.&quot;&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6686&#039;,&#039;Bercilac&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>&#8220;For this round, the laws of physics do not apply.&#8221;
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		<title>By: pseudodragon</title>
		<link>http://www.gnomestew.com/gming-advice/breaking-the-rules/comment-page-1#comment-6678</link>
		<dc:creator>pseudodragon</dc:creator>
		<pubDate>Fri, 17 Jul 2009 17:20:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/breaking-the-rules#comment-6678</guid>
		<description>I was inspired by the original article to come up with my own list of rule breakers for my players. I even gave them special titles to reflect the nature of the boons. Some of these have already been mentioned, but here is what I have so far.

Twist of Fate
You may redo one roll of the dice, but you must accept the second result.

Oracle
Stumped? Ask the DM for a clue.

Witching
Convert a fumble into an unlikely success.

Misfire
Avoid one trap before damage is rolled.

Glancing Blow
Halve damage sustained from one attack before damage is rolled.

Grace Under Pressure
Add +5 to one skill roll before the dice are rolled.

Bullseye
Confirm one critical hit automatically.

Out of the Blue
Automatically spot the next secret door or compartment you come across.

Intuition
Avoid being surprised once.

Diamond in the Rough
One seemingly mundane treasure item turns out to be much more valuable.

I’m Not Dead Yet
Automatically stabilize at 0 hit points.

Overlooked
Change the target of an attack from you to another character.

Clean Escape
Avoid one attack of opportunity.

Close Enough
Add +2 to one die roll after the die is rolled.

Heat of the Moment
Gain one additional action for one round.

I will probably try to come up with a few more before I put them into circulation, but I&#039;m really excited about the possibilities!

Gary&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6678&#039;,&#039;pseudodragon&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I was inspired by the original article to come up with my own list of rule breakers for my players. I even gave them special titles to reflect the nature of the boons. Some of these have already been mentioned, but here is what I have so far.</p>
<p>Twist of Fate<br />
You may redo one roll of the dice, but you must accept the second result.</p>
<p>Oracle<br />
Stumped? Ask the DM for a clue.</p>
<p>Witching<br />
Convert a fumble into an unlikely success.</p>
<p>Misfire<br />
Avoid one trap before damage is rolled.</p>
<p>Glancing Blow<br />
Halve damage sustained from one attack before damage is rolled.</p>
<p>Grace Under Pressure<br />
Add +5 to one skill roll before the dice are rolled.</p>
<p>Bullseye<br />
Confirm one critical hit automatically.</p>
<p>Out of the Blue<br />
Automatically spot the next secret door or compartment you come across.</p>
<p>Intuition<br />
Avoid being surprised once.</p>
<p>Diamond in the Rough<br />
One seemingly mundane treasure item turns out to be much more valuable.</p>
<p>I’m Not Dead Yet<br />
Automatically stabilize at 0 hit points.</p>
<p>Overlooked<br />
Change the target of an attack from you to another character.</p>
<p>Clean Escape<br />
Avoid one attack of opportunity.</p>
<p>Close Enough<br />
Add +2 to one die roll after the die is rolled.</p>
<p>Heat of the Moment<br />
Gain one additional action for one round.</p>
<p>I will probably try to come up with a few more before I put them into circulation, but I&#8217;m really excited about the possibilities!</p>
<p>Gary
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		<title>By: Jharviss</title>
		<link>http://www.gnomestew.com/gming-advice/breaking-the-rules/comment-page-1#comment-6668</link>
		<dc:creator>Jharviss</dc:creator>
		<pubDate>Fri, 17 Jul 2009 09:04:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/breaking-the-rules#comment-6668</guid>
		<description>Consider this post raided and this idea looted.  I&#039;m already making cards for my next session.

These are the types of rewards that players would get excited about, yet they&#039;re are completely within my control.  It&#039;s perfect.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6668&#039;,&#039;Jharviss&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Consider this post raided and this idea looted.  I&#8217;m already making cards for my next session.</p>
<p>These are the types of rewards that players would get excited about, yet they&#8217;re are completely within my control.  It&#8217;s perfect.
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		<title>By: AndreasDavour</title>
		<link>http://www.gnomestew.com/gming-advice/breaking-the-rules/comment-page-1#comment-6667</link>
		<dc:creator>AndreasDavour</dc:creator>
		<pubDate>Fri, 17 Jul 2009 03:04:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/breaking-the-rules#comment-6667</guid>
		<description>What a coincidence! I &lt;a href=&quot;http://theomnipotenteye.blogspot.com/2009/07/plot-cupons-how-about-whimsy-cards.html&quot; rel=&quot;nofollow&quot;&gt;just&lt;/a&gt; blogged about something like that myself.

I think the idea of Action Points, or Hero Points is indeed a relative to these kinds of features. They all try to stir the pot a bit. Personally I never found AP or HP very interesting, though. &quot;Game breakers&quot; of the more hands on kind, are much more appealing, especially if they will allow you to do something out of the ordinary. 

One of these days I&#039;ll have to try it in play. Maybe I just need to break out my copy of &lt;i&gt;Savage Worlds&lt;/i&gt; and play...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6667&#039;,&#039;AndreasDavour&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>What a coincidence! I <a href="http://theomnipotenteye.blogspot.com/2009/07/plot-cupons-how-about-whimsy-cards.html" rel="nofollow">just</a> blogged about something like that myself.</p>
<p>I think the idea of Action Points, or Hero Points is indeed a relative to these kinds of features. They all try to stir the pot a bit. Personally I never found AP or HP very interesting, though. &#8220;Game breakers&#8221; of the more hands on kind, are much more appealing, especially if they will allow you to do something out of the ordinary. </p>
<p>One of these days I&#8217;ll have to try it in play. Maybe I just need to break out my copy of <i>Savage Worlds</i> and play&#8230;
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/breaking-the-rules/comment-page-1#comment-6665</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Fri, 17 Jul 2009 01:39:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/breaking-the-rules#comment-6665</guid>
		<description>Thanks for the comments.  A couple more:

- Roll 2d20 for initiative; use the highest.
- When making a Death Saving Throw, roll twice and use the higher die.  Good for as many rolls as needed, but for only one &quot;near death experience&quot;.

&lt;a href=&#039;#comment-6661&#039; rel=&quot;nofollow&quot;&gt;@farfromunique&lt;/a&gt; - I&#039;ve played with Eberron Action Points, and I was a bit underwhelmed by the primary use of them (+1d6 on a roll &lt;i&gt;before&lt;/i&gt; you know the effect).  

Mathematically speaking, this allows you to &quot;act heroically&quot; about 17.5% of the time.  (If a +1 is good 1/20th or 5% of the time, then a +3.5 (the average of a d6) is good 17.5% of the time.)  Even on a &#039;natural 6&#039; or 30%, I don&#039;t find that very heroic...  

On the plus side, I did like the other ways that they worked with the rules (an additional use of an ability, automatically stabilize when dying, etc).&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6665&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Thanks for the comments.  A couple more:</p>
<p>- Roll 2d20 for initiative; use the highest.<br />
- When making a Death Saving Throw, roll twice and use the higher die.  Good for as many rolls as needed, but for only one &#8220;near death experience&#8221;.</p>
<p><a href='#comment-6661' rel="nofollow">@farfromunique</a> &#8211; I&#8217;ve played with Eberron Action Points, and I was a bit underwhelmed by the primary use of them (+1d6 on a roll <i>before</i> you know the effect).  </p>
<p>Mathematically speaking, this allows you to &#8220;act heroically&#8221; about 17.5% of the time.  (If a +1 is good 1/20th or 5% of the time, then a +3.5 (the average of a d6) is good 17.5% of the time.)  Even on a &#8216;natural 6&#8242; or 30%, I don&#8217;t find that very heroic&#8230;  </p>
<p>On the plus side, I did like the other ways that they worked with the rules (an additional use of an ability, automatically stabilize when dying, etc).
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		<title>By: Zig</title>
		<link>http://www.gnomestew.com/gming-advice/breaking-the-rules/comment-page-1#comment-6663</link>
		<dc:creator>Zig</dc:creator>
		<pubDate>Thu, 16 Jul 2009 22:11:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/breaking-the-rules#comment-6663</guid>
		<description>&lt;a href=&#039;#comment-6661&#039; rel=&quot;nofollow&quot;&gt;@farfromunique&lt;/a&gt; - That&#039;s a good point. Though I think my players would be fine with using them.

If I used them I wouldn&#039;t be defacing them at all. The boon each granted would be on paper and I&#039;d tell the receiver what it was for them to take note of. They&#039;d hold onto the card until they decide to plop it down on the table and make use of it.

I really like your idea of bumpies and action points. I can see how they would be neat to add to a game.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6663&#039;,&#039;Zig&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6661' rel="nofollow">@farfromunique</a> &#8211; That&#8217;s a good point. Though I think my players would be fine with using them.</p>
<p>If I used them I wouldn&#8217;t be defacing them at all. The boon each granted would be on paper and I&#8217;d tell the receiver what it was for them to take note of. They&#8217;d hold onto the card until they decide to plop it down on the table and make use of it.</p>
<p>I really like your idea of bumpies and action points. I can see how they would be neat to add to a game.
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		<title>By: Patrick Benson</title>
		<link>http://www.gnomestew.com/gming-advice/breaking-the-rules/comment-page-1#comment-6662</link>
		<dc:creator>Patrick Benson</dc:creator>
		<pubDate>Thu, 16 Jul 2009 21:16:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/gming-advice/breaking-the-rules#comment-6662</guid>
		<description>I played a Savage Worlds game at Gen Con two years back where the GM gave each of us a rule-breaker card (not the SW version). Mine was &quot;Cause an item to break.&quot; In the middle of the big battle the super evil bad guy was engulfed in flames due to his fire powers. He was on a wooden platform preaching to a mob of cultists under his spell and ordered them to attack us.

I played the card. The GM asked what item should break. I said the &quot;The platform. Just the part the leader is standing on. His flames weakened it.&quot;

It was a great! The GM rolled with it and described the platform giving way and the cult leader falling with a heavy thud onto the hard cobblestone beneath it. It was comedic, yet it also made sense. It also gave us an opportunity to organize against the mob and to help us win that battle.

Most important of all though was that it was fun. We enjoyed the results, and it had a very positive impact upon the game. A rules-breaker deck can generate some interesting results in your game.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6662&#039;,&#039;Patrick Benson&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I played a Savage Worlds game at Gen Con two years back where the GM gave each of us a rule-breaker card (not the SW version). Mine was &#8220;Cause an item to break.&#8221; In the middle of the big battle the super evil bad guy was engulfed in flames due to his fire powers. He was on a wooden platform preaching to a mob of cultists under his spell and ordered them to attack us.</p>
<p>I played the card. The GM asked what item should break. I said the &#8220;The platform. Just the part the leader is standing on. His flames weakened it.&#8221;</p>
<p>It was a great! The GM rolled with it and described the platform giving way and the cult leader falling with a heavy thud onto the hard cobblestone beneath it. It was comedic, yet it also made sense. It also gave us an opportunity to organize against the mob and to help us win that battle.</p>
<p>Most important of all though was that it was fun. We enjoyed the results, and it had a very positive impact upon the game. A rules-breaker deck can generate some interesting results in your game.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('6662','Patrick Benson'); return false;">Reply</a> </div>
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