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Author Topic: Things Bay12ers can no longer do in a RPG  (Read 37216 times)

Phantom

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Re: Things Bay12ers can no longer do in a RPG
« Reply #375 on: November 11, 2011, 08:48:40 pm »

602. Doesn't matter what spells you have, you can't make condoms. Period.
 602a. Even if the rules allow it, NO.
  602ab. ESPECIALLY if the rules allow it.
603. Bears are not an effective seduction tool.
« Last Edit: November 11, 2011, 08:52:06 pm by Phantom »
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NewsMuffin

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Re: Things Bay12ers can no longer do in a RPG
« Reply #376 on: November 12, 2011, 01:57:39 am »

604. Sleepy Bear Noises are a requirement, not a recommendation.
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Itnetlolor

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Re: Things Bay12ers can no longer do in a RPG
« Reply #377 on: November 12, 2011, 07:23:46 pm »

603b. That includes the slang term version.

605. Even if my rigging skills are sufficient, I can't turn the treads of my tank into chainsaw blades.
« Last Edit: November 12, 2011, 07:28:27 pm by Itnetlolor »
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Lillipad

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Re: Things Bay12ers can no longer do in a RPG
« Reply #378 on: November 12, 2011, 07:28:07 pm »

606. If you're told by a GM that you can't perform an action don't try it.
  606a. Unless it's already underway.
     606b. If the GM starts harassing you or is rude about it, keep at it.
607. Hammers are not democracy.
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Itnetlolor

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Re: Things Bay12ers can no longer do in a RPG
« Reply #379 on: November 12, 2011, 07:28:40 pm »

608. If I can make my art come to life (SEE: Relm of FF6), I cannot make any Rule 34.
 608a. Rule 63 cannot be applied on anybody.
  608aa. They're truly vain if they're attracted to their 63 counterpart and/or fall for it.
   608aaa. No illustrating that as a possibility.
 608b. Drawing hot chicks does not company make.
  608ba. The furry version of the above statement; no, just no.
  608bb. I'm not allowed to pimp my drawings out for profit for reasons other than selling them as art.
  608bc. "Art Appreciation" is frowned upon.
  608bd. Drawing "hot chicks" in the literal sense may make for a good weapon, but is otherwise just plain mean.
 608c. If any of the staff at the big bad's HQ is an otaku, I cannot fulfill their wishes to get past them, even if I have sufficient artistic ability.
  608ca. Furry creations would just make things worse.
 608d. I cannot draw an army of tentacled beasts to overrun an enemy installation
  608da. Especially if the majority of the crew are female.
  608db. Even if it's practical for gumming up the infrastructure, or subduing security forces (depending on creature class), making infiltration easier (or more appealing).
   608dba. It helps to know the difference between combat and naughty tentacles.
    608dbb. I'm not allowed to intentionally forget which is which.
 608e. Related to 608d, I'm not allowed to use this ability to add to my seduction check or CHA.
  608ea. This should not become the sole reason women go after the artistic type.

--I have a feeling rule's this list can go on and on, and potentially become worse off than it already is. I'll just end it here.

EDIT: (608a (and on) was written a little oddly past it's point; replaced with something more relevant)
Spoiler: old sub-reasons (click to show/hide)
« Last Edit: January 02, 2015, 03:22:05 pm by Itnetlolor »
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Lillipad

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Re: Things Bay12ers can no longer do in a RPG
« Reply #380 on: November 12, 2011, 07:32:10 pm »

And all was made right in the universe again.
« Last Edit: November 12, 2011, 07:35:15 pm by Lillipad »
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Taricus

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Re: Things Bay12ers can no longer do in a RPG
« Reply #381 on: January 03, 2012, 02:40:32 am »

RISE FROM THE GRAVE, YE THREAD OF RULES!

609: Not allowed to give atomic nutpunches.
 609a: AND then somehow kill two heavily armoured and armed guards via a chain of events by ONLY punching one of them.
610: Not allowed to make Phallic jokes with a Barboach.
611: Telepathic pokemon should not be annoyed.
 611a: ESPECIALLY the weight concious ones.
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The Fool

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Re: Things Bay12ers can no longer do in a RPG
« Reply #382 on: January 03, 2012, 03:20:24 pm »

612. I'm not allowed to create an English pirate based on the Crimson Assurance skit by Monty Python.
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Bdthemag

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Re: Things Bay12ers can no longer do in a RPG
« Reply #383 on: January 03, 2012, 03:22:10 pm »

613. No, you can't not fight in encounters. Just because you can roll a diplomacy or nature check against enemies does not mean you should do it every single encounter without fighting.

That one wasn't really me, but just a friend I play with :P
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Fniff

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Re: Things Bay12ers can no longer do in a RPG
« Reply #384 on: January 03, 2012, 03:46:25 pm »

614: Never ever use John Egbert as a NWOD Vampire ever again.
614.5: And never use any of the trolls as werewolves ever again. Not even if they are changed into humans.
615: SLEUTH DIPLOMACY does NOT fall under as a diplomacy roll.

Darvi

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Re: Things Bay12ers can no longer do in a RPG
« Reply #385 on: January 03, 2012, 04:43:43 pm »

613. No, you can't not fight in encounters. Just because you can roll a diplomacy or nature check against enemies does not mean you should do it every single encounter without fighting.
I call bullshit on that.
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The Fool

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Re: Things Bay12ers can no longer do in a RPG
« Reply #386 on: January 03, 2012, 04:45:34 pm »

613. No, you can't not fight in encounters. Just because you can roll a diplomacy or nature check against enemies does not mean you should do it every single encounter without fighting.
613a. You can't bring your own desk for negotiations into combat either.
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Vorthon

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Re: Things Bay12ers can no longer do in a RPG
« Reply #387 on: January 05, 2012, 10:09:33 pm »

614. When you're GMing, pitting the PCs against half-ton apex predators with psychic powers is unnecessarily mean. Especially when said apex predators also have access to fusion reactors, energy weaponry, FTL, and thermonuclear weapons. Even if the party can shrug off anything else you throw at them.

(So tempted to do this in Stars Without Number campaign I'm planning. Of course, getting a party to a nigh-invulnerable status is SWN is nigh-impossible. But still.)

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Weirdsound

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Re: Things Bay12ers can no longer do in a RPG
« Reply #388 on: January 05, 2012, 11:38:45 pm »

RISE FROM THE GRAVE, YE THREAD OF RULES!

609: Not allowed to give atomic nutpunches.
 609a: AND then somehow kill two heavily armoured and armed guards via a chain of events by ONLY punching one of them.
610: Not allowed to make Phallic jokes with a Barboach.
611: Telepathic pokemon should not be annoyed.
 611a: ESPECIALLY the weight concious ones.

610a: Especially if you are the GM.
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Phantom

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Re: Things Bay12ers can no longer do in a RPG
« Reply #389 on: January 06, 2012, 12:09:25 am »

616. Never allow my female characters to have +10 on balls kicking checks.
617. Never allow my foreign characters to flirt with the escort.
609 ab. Not allowed to bend reality by causing chain of events.
« Last Edit: January 06, 2012, 12:12:56 am by Phantom »
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