The NOOOO! Rule

Following up on the hilarious news that George Lucas “fixed” Return of the Jedi by ADDING a Darth Vader “NOOOO!” (instead of removing one from Revenge of the Sith), here’s a Darth Vader-influenced D&D rule:

When someone announces an action that is sure to lead to disastrous consequences (whether it be a party member with poor judgment or the villain) (but it will probably be a party member), any PC may try to make an immediate interrupt action. The interruptor must make a special initiative roll, which must be below the interruptee’s current initiative. If successful, the PC may take a single action: a charge, a grab, or a basic attack. On a hit, no damage is inflicted, but the interruptee loses his or her turn.

The price:

1) The interruptor spends an action point [or, in pre-4e, loses the next turn], whether or not the initiative roll is successful, and

2) the interruptor must either do an impression of or play a clip of Darth Vader shouting “NOOOO!” on a phone, ipod, or other device.


5 Responses to “The NOOOO! Rule”

  1. David Margowsky says:

    Do they have to do the “jazz hands” as well?

  2. paul paul says:

    Doing the jazz hands certainly doesn’t hurt – when invoking this rule or, indeed, when taking any action in D&D.

  3. Rory Rory says:

    Why does the initiative roll have to be below the interuptee’s current initiative?

  4. paul paul says:

    You’re right, I should say that it needs to BEAT the interuptee’s initiative. Too much OD&D.

  5. T. Gill says:

    Haha! Love it! …the rule, not the needless inclusion of a cheesy “Nooooo!”

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