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Do you let your players know your House Rules?
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<blockquote data-quote="Guilt Puppy" data-source="post: 1765792" data-attributes="member: 6521"><p>Wow, I'm surprised at some of the responses against DM house-ruling. I always, always, <em>always</em> make it clear at the start of a game that, save information in the PHB, the players should <em>never</em> rely on any assumptions outside of what they understand in-game. Usually with the example: "The color of a dragon's scales says nothing about its alignment, or breath weapon, for that matter. Not that your characters would even know for certain that dragons exist. Moreover, if you should someday happen to encounter one, you should <em>definitely</em> not assume that it is of an appropriate CR to your level. The same goes for everything else in this world."</p><p></p><p>I consider this a service to my players (it's not easy rewriting the rules for monsters, left and right), and for the most part, they seem to understand that. Adventuring is about <em>discovery</em>, about venturing courageously into the unknown. It's not a Math Applications test ("okay, class, I hope you all reviewed pages 113-126 of the Monster Manual last night, because tonight you'll be fighting a Gibbering Mouther"). Usually when I unload the spiel at the start of a game, there's one or two players who seem to appreciate it right away, one or two who groan, and the rest who just shrug and say "hey, whatever." After a few weeks, though, there will be one or two more converts who really like the less bookish feel (sometimes former groaners), mostly people who are still like "hey, whatever," and one final holdout who is especially fed up with it (and eternally surprised by it, for that matter.)</p><p></p><p>So yeah, so long as you don't deliberately <em>mislead</em> the players about the rules of the game (letting them assume the Books are True when they aren't counts as misleading), I say do what you want, when you want with the mechanics. It's good for the game.</p></blockquote><p></p>
[QUOTE="Guilt Puppy, post: 1765792, member: 6521"] Wow, I'm surprised at some of the responses against DM house-ruling. I always, always, [i]always[/i] make it clear at the start of a game that, save information in the PHB, the players should [i]never[/i] rely on any assumptions outside of what they understand in-game. Usually with the example: "The color of a dragon's scales says nothing about its alignment, or breath weapon, for that matter. Not that your characters would even know for certain that dragons exist. Moreover, if you should someday happen to encounter one, you should [i]definitely[/i] not assume that it is of an appropriate CR to your level. The same goes for everything else in this world." I consider this a service to my players (it's not easy rewriting the rules for monsters, left and right), and for the most part, they seem to understand that. Adventuring is about [i]discovery[/i], about venturing courageously into the unknown. It's not a Math Applications test ("okay, class, I hope you all reviewed pages 113-126 of the Monster Manual last night, because tonight you'll be fighting a Gibbering Mouther"). Usually when I unload the spiel at the start of a game, there's one or two players who seem to appreciate it right away, one or two who groan, and the rest who just shrug and say "hey, whatever." After a few weeks, though, there will be one or two more converts who really like the less bookish feel (sometimes former groaners), mostly people who are still like "hey, whatever," and one final holdout who is especially fed up with it (and eternally surprised by it, for that matter.) So yeah, so long as you don't deliberately [i]mislead[/i] the players about the rules of the game (letting them assume the Books are True when they aren't counts as misleading), I say do what you want, when you want with the mechanics. It's good for the game. [/QUOTE]
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