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Author Topic: Things Bay12ers can no longer do in a RPG  (Read 36991 times)

Itnetlolor

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Re: Things Bay12ers can no longer do in a RPG
« Reply #180 on: August 16, 2011, 01:09:37 am »

260. Although they do technically follow the term by context, septic tanks do not qualify as "Dirty Bombs".
 260a. Collecting said "Dirty Bombs" and unloading them out of a bomber aircraft on top of a target is in really bad taste.
 260b. Any mention or comments using the term "Shitty Tactic" shall not mention this tactic either as a viable means of getting things done.
  260ba. Or any method involving fecal matter at all.
 260c. Just because they have a chance of being undetectable, doesn't mean you literally "Got Crap Past the Radar".
« Last Edit: October 05, 2011, 01:22:14 pm by Itnetlolor »
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Lillipad

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Re: Things Bay12ers can no longer do in a RPG
« Reply #181 on: August 16, 2011, 04:11:57 pm »

261. Under no circumstances is the mage of the group to be left alone when fighting what is essentially a boss gauntlet. Death is no excuse either, if you have the means, then revive yourself.
  261a. This applies to healers as well, but to far less an extent.
262. You have a tank for a reason, don't charge ahead of him/her and expect that glorious meat shield to still be there when a giant axe is slammed into your chest.
263. If you have max intimidate, trade, and negotiation, you may not buy everything from a store for a quarter of the original price and sell it back full price to make unlimited money.
264. Dragons are not your fiend, as such you should not try to pet one because "it looks friendly."
265. No, you cannot kidnap an NPC just to add to their history.
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Darvi

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Re: Things Bay12ers can no longer do in a RPG
« Reply #182 on: August 16, 2011, 05:14:04 pm »

266. Even with an incredibly high diplomacy skill, I still cannot make the GM give me lasers for nothing.
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Kadzar

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Re: Things Bay12ers can no longer do in a RPG
« Reply #183 on: August 16, 2011, 10:07:57 pm »

226 a. However, laser blasts or beams are freely available to everyone and may be administered to your face at no extra charge.
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Phantom

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Re: Things Bay12ers can no longer do in a RPG
« Reply #184 on: August 16, 2011, 10:24:50 pm »

267. Under no circumstances should a GM give his Big Bad a pile of grenades.
267a. Or a motorcycle/similar.
267b. Or a larger vehicle, such as a tank or a ship made of swords.
268. One may not let the narcoleptic member stay on night watch.
268b. Same with insomniacs.
269. Despite popular acclaim, moar dakka does not always work, especially when the enemy has even moar dakka.
270. Do not sleep alone in the wilderness.
270b. One person nearby does not negate this rule.
271. Car fu does not work with aircraft.
272. No ninjas.
272b. No Cyborg Ninjas.
272c. Same with NASAssassins.
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GlyphGryph

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Re: Things Bay12ers can no longer do in a RPG
« Reply #185 on: August 16, 2011, 11:20:46 pm »

Quote
266. Even with an incredibly high diplomacy skill, I still cannot make the GM give me lasers for nothing.
In my defense, you DO only need a +1 circumstance to pull it off.
And Kaleb has maxed out bluff, he could probably give it to you. ;)

273. You are not allowed to play a giant cybernetic rad-scorpion.
273a. Your giant cybernetic radscorpion is not allowed to take the special ability "Irrational Hatred of Plants"
273b. You are are not allowed to make the ability "Irrational Hatred of Plants" the primary plot motivator and key to defeating the final boss.
275. Extending your telescopic eye extremely quickly into the opponents face is not a valid attack.
276. You may not attempt to repair your wounds with a wrench.
276b. No, not even if you try to use a rock as well.
276c. Because your special ability of "Smart" prevents you. Character's without this special ability may ignore this rule.
« Last Edit: August 16, 2011, 11:29:11 pm by GlyphGryph »
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Phantom

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Re: Things Bay12ers can no longer do in a RPG
« Reply #186 on: August 16, 2011, 11:33:21 pm »

274. This rule does not exist.
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Evergod41

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Re: Things Bay12ers can no longer do in a RPG
« Reply #187 on: August 17, 2011, 12:01:35 am »

275. It is universally agreed upon that no Bay12er can count properly when making long lists such as "Things Bay12ers can no longer do in a RPG" and is therefore acceptable to skip a number every now and again just to keep it rolling.
276. It is no longer acceptable to make rules claiming that this or that rule has no meaning, or simply doesn't exist.
277 a. This of course doesn't apply to this or previous rules which already violate this rule.
277 b. Also, no making rules that exploit loopholes in other rules's logics or basis of thoughts.
277 b a. That is full of loopholes, try to find them.
277 c. Oh, and no rules that are pointless.
277 c a. Like that one.
277 d. And no lists like this.
278. I am no longer allowed to contribute to this topic, on the simple fact I have just created a list of meta-rules that break their own selves.

NewsMuffin

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Re: Things Bay12ers can no longer do in a RPG
« Reply #188 on: August 17, 2011, 12:18:52 am »

279. No, you may not swing across a gap carrying three unconscious and critically wounded bodies, especially if there is a bridge.
279a. If you already have roped across, if you try to rope back, and there is a bridge RIGHT THERE, then you autofail and fall to your death.
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Aklyon

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Re: Things Bay12ers can no longer do in a RPG
« Reply #189 on: August 17, 2011, 12:57:07 am »

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Darvi

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Re: Things Bay12ers can no longer do in a RPG
« Reply #190 on: August 17, 2011, 04:52:36 am »

You have two 47's there. Delete the first one.
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RAM

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Re: Things Bay12ers can no longer do in a RPG
« Reply #191 on: August 17, 2011, 05:28:12 am »

279b: If the bridge was a trap all along, and blows up with half the party, be gracious about it...
280: If you, as a D.M., assume a player character's consent to have their level adjustment template voluntarily taken away, give them back the experience points that they lost due to having the template.
280a: If you are the player, just give up and don't bother everyone by whining about it for the next 30 sessions.
281: If you give the players a horrendously over-powered variant of the fighter class, and none of the players bother to exploit it, don't feel the need to have a hostile non-player character exploit it, and their extremely unusual partially-aquatic terrain, and their extremely unusual partially-aquatic race, mercilessly, to show those foolish players how it is done.
282: You don't get out of the 'rocks fall, everyone dies' clause just because it was only one big rock...
283: If the party has only one means of transport, and that transport involves being many kilometres in the air, above lava, and you have trapped all forms of teleportation and flight, tipping the flying ship upside-down and shaking it for a while is probably not within the bounds of polite society.
283b: This is particularly rude if the party's only motivation up to this point was to escape the millions-strong flying-army that you sent after them.
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Armok

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Re: Things Bay12ers can no longer do in a RPG
« Reply #192 on: August 17, 2011, 06:49:37 am »

300: bay12ers are not alowed to turn this list into a nomic
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Atomicdremora

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Re: Things Bay12ers can no longer do in a RPG
« Reply #193 on: August 17, 2011, 07:33:47 am »

301: Proficiency (Ecclesiarchy) is a skill that may be exploited only rarely.
302: Especially if this involves said priest wounding both of you when he lands
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Lillipad

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Re: Things Bay12ers can no longer do in a RPG
« Reply #194 on: August 17, 2011, 07:37:18 am »

301: Proficiency (Ecclesiarchy) is a skill that may be exploited only rarely.
302: Especially if this involves said priest wounding both of you when he lands

What?
I'm not sure if 302 is a reference to a previous rule(sounds like it is) but we use rule# followed by (a, b, c, d, etc) for things like that.
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