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My houserules until now:
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<blockquote data-quote="Emirikol" data-source="post: 4383636" data-attributes="member: 10638"><p>These all seem reasonable, but "sleight" changes. What I'm really wondering however is what is the context of your changes? Does your campaign world somehow require those changes?</p><p></p><p>For example: are you playing in a world where Planescape-type alignment importance exists?</p><p></p><p>Your ranger makes complete sense in ANY world. I'll be stealing this house rule right away <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Why do half-elves need a change according to the way things work in your world? Are they a common enough race where it matters?</p><p></p><p>Why does your world deem that everyone must be so attached to one deity? Are there no other goals in life but to fulfill the religion of your god? This is the one rule that I think means well, but you should expand to include "creeds" or "meanings" in your characters life rather than just basing it on a religion.</p><p></p><p>Wizards can use a staff in one hand as an implement. Good rule. Just add the bit that they cannot make a physical attack without a stout penalty (not that they ever would..but you never know players <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Identifying an item (arcana-trained requirement). This is a sensible rule, however think hard if it is "really" absolutely necessary to improve the fun of the game or to make your world feel more like "your campaign world" should feel..again, ask if it's really that "fun" of a rule. I've done bunches of house rulebooks since 1e (and BD&D), but I've become less concerned with house rules of perfection and more trying to find meaning if they are absolutely necessary.</p><p></p><p></p><p>jh</p></blockquote><p></p>
[QUOTE="Emirikol, post: 4383636, member: 10638"] These all seem reasonable, but "sleight" changes. What I'm really wondering however is what is the context of your changes? Does your campaign world somehow require those changes? For example: are you playing in a world where Planescape-type alignment importance exists? Your ranger makes complete sense in ANY world. I'll be stealing this house rule right away :) Why do half-elves need a change according to the way things work in your world? Are they a common enough race where it matters? Why does your world deem that everyone must be so attached to one deity? Are there no other goals in life but to fulfill the religion of your god? This is the one rule that I think means well, but you should expand to include "creeds" or "meanings" in your characters life rather than just basing it on a religion. Wizards can use a staff in one hand as an implement. Good rule. Just add the bit that they cannot make a physical attack without a stout penalty (not that they ever would..but you never know players ;) Identifying an item (arcana-trained requirement). This is a sensible rule, however think hard if it is "really" absolutely necessary to improve the fun of the game or to make your world feel more like "your campaign world" should feel..again, ask if it's really that "fun" of a rule. I've done bunches of house rulebooks since 1e (and BD&D), but I've become less concerned with house rules of perfection and more trying to find meaning if they are absolutely necessary. jh [/QUOTE]
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