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[Ari Marmell's blog] To House Rule or Not to House Rule
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<blockquote data-quote="MACLARREN" data-source="post: 5197358" data-attributes="member: 12288"><p>There are great aspects of all editions of D&D and other RPG's out there in the market today. As someone earlier in this thread has mentioned, I don't know if there is a system that is perfect and we all try to house rule to make the systems for what works in each or our own perspectives. We stick more to the D20 based systems and have even delved in to playing 4e for 2 marathon sessions. We found that that game was not for us, however, we did find certain aspects from 4e that were very good and that did make sense as well.</p><p></p><p>So with what we wanted, we decided we were going to build what we termed 5e. This went on for about 2 months. Group of 8 solid gamers that all have been playing for at least 20 years and everyone is exceptional players and knows the rules. The debating and starting with no base to build it from, created a lot of unwanted pain so we pulled the plug on it as some peoples opinions felt slighted in the process and took things personally in the design and best for us to do. Good move for us.</p><p></p><p>So, we played a Conan campaign for about 10 levels until we made a decision to change after ending that campaign. Conan allowed us to develop a feeling of playing that we termed "fast and loose." The rules are there for guidelines and think outside the box and work together to determine how to make something out of the ordinary work. You have to have a lot of trust in the DM to roll with the punches but knowing that rules don't cover it all was a start and DM and players working together i best outcome when the rules fall apart. There was also frustration with 3.5 and 4e magic with our DM and some of the players. In our opinion, spells that always seemed to take away what other classes could do neutered the need for those classes (IE- Knock). We also did not like spells that gave all the answers the easy way. So Conan was a nice fix while we thought about things and we utilized active defense with armor as DR, Parry, Dodge, and AP values for weapons. We all thought we would hate it at first but grew to love it. So, now time to go back to drawing board.</p><p></p><p>We decide we want to reevaluate, so we determine why not take that which we like from everything we know and form it into the house ruled game we like? We based our new game on 3.5, PF, Trailblazer, Conan and 4e taking parts of each to build it. We also based it in Midnight setting that is modified for a reason that good Clerics do exist with ties to celestial beings that were trapped in the world when Izzy won and the old gods disappeared. Short simple explanation here but way more to it and I run the cleric that is tough as I am always a liability.</p><p></p><p>So here is what we developed:</p><p></p><p>Action Points- TB style and yes we were all skeptical here but combat reactions work in play</p><p></p><p>Classes- TB for most part and we developed a Marshal that is awesome. Ranger has 3 paths-the TB TWF, Archer, Sirmisher (Scout from 3.5) and can I say that Fighter is like a crack cocaine addiction to play and in line. </p><p></p><p>Skills- PF</p><p></p><p>Feats- PF but modified due to Armor as DR, etc</p><p></p><p>Combat- Conan (DR, AP, Active defense, Parry Dodge, weapon values), PF- CMD and CMB for Grapple etc. </p><p></p><p>Spells- PF (descriptions) 4e Templates for simplicity and 4e ideas on save ends spells but not with a 10 or higher, spells that attack require attack and defense rolls, conditions updated and more condition options (Magic Missile still hits without roll) Trailblazer spell lists, spell levels for multiclassing and 10 minute rests to gain back Rote spells. Use encounter (simple), Controlled (goes until extended rest), and ritual spells instead of round or minute durations. Use PF spell descriptions. Heal spells are gone for most part as the 10 minute rest allows you to regain Hp's but no real way to gain them in combat but Armor as DR is counter. No scrying, teleport or easy way to do things. May find ways sometime but not from the get go.</p><p></p><p>Monsters and DM- 4e philosophy to most degree. They do not follow same rules as us and lots of work to DM in trust here. Ours has always balanced things somehow. Our CR's have always been about 3 levels above what is recommended so he balances things on his own and on the fly. It works for us and we don't know every monster stat or what we are up agains which adds to the fun IMO.</p><p></p><p>There is way more to it and what is nice is, we have one book compiled with all of our rolls i that is about 225 pages and we only reference it at the table. Played one 3 day session with it and our game has finally come around to the type of game we all enjoy. Lets just say, the fighter will shine at all levels as well as all classes. House ruling has worked for us but may not for you.</p></blockquote><p></p>
[QUOTE="MACLARREN, post: 5197358, member: 12288"] There are great aspects of all editions of D&D and other RPG's out there in the market today. As someone earlier in this thread has mentioned, I don't know if there is a system that is perfect and we all try to house rule to make the systems for what works in each or our own perspectives. We stick more to the D20 based systems and have even delved in to playing 4e for 2 marathon sessions. We found that that game was not for us, however, we did find certain aspects from 4e that were very good and that did make sense as well. So with what we wanted, we decided we were going to build what we termed 5e. This went on for about 2 months. Group of 8 solid gamers that all have been playing for at least 20 years and everyone is exceptional players and knows the rules. The debating and starting with no base to build it from, created a lot of unwanted pain so we pulled the plug on it as some peoples opinions felt slighted in the process and took things personally in the design and best for us to do. Good move for us. So, we played a Conan campaign for about 10 levels until we made a decision to change after ending that campaign. Conan allowed us to develop a feeling of playing that we termed "fast and loose." The rules are there for guidelines and think outside the box and work together to determine how to make something out of the ordinary work. You have to have a lot of trust in the DM to roll with the punches but knowing that rules don't cover it all was a start and DM and players working together i best outcome when the rules fall apart. There was also frustration with 3.5 and 4e magic with our DM and some of the players. In our opinion, spells that always seemed to take away what other classes could do neutered the need for those classes (IE- Knock). We also did not like spells that gave all the answers the easy way. So Conan was a nice fix while we thought about things and we utilized active defense with armor as DR, Parry, Dodge, and AP values for weapons. We all thought we would hate it at first but grew to love it. So, now time to go back to drawing board. We decide we want to reevaluate, so we determine why not take that which we like from everything we know and form it into the house ruled game we like? We based our new game on 3.5, PF, Trailblazer, Conan and 4e taking parts of each to build it. We also based it in Midnight setting that is modified for a reason that good Clerics do exist with ties to celestial beings that were trapped in the world when Izzy won and the old gods disappeared. Short simple explanation here but way more to it and I run the cleric that is tough as I am always a liability. So here is what we developed: Action Points- TB style and yes we were all skeptical here but combat reactions work in play Classes- TB for most part and we developed a Marshal that is awesome. Ranger has 3 paths-the TB TWF, Archer, Sirmisher (Scout from 3.5) and can I say that Fighter is like a crack cocaine addiction to play and in line. Skills- PF Feats- PF but modified due to Armor as DR, etc Combat- Conan (DR, AP, Active defense, Parry Dodge, weapon values), PF- CMD and CMB for Grapple etc. Spells- PF (descriptions) 4e Templates for simplicity and 4e ideas on save ends spells but not with a 10 or higher, spells that attack require attack and defense rolls, conditions updated and more condition options (Magic Missile still hits without roll) Trailblazer spell lists, spell levels for multiclassing and 10 minute rests to gain back Rote spells. Use encounter (simple), Controlled (goes until extended rest), and ritual spells instead of round or minute durations. Use PF spell descriptions. Heal spells are gone for most part as the 10 minute rest allows you to regain Hp's but no real way to gain them in combat but Armor as DR is counter. No scrying, teleport or easy way to do things. May find ways sometime but not from the get go. Monsters and DM- 4e philosophy to most degree. They do not follow same rules as us and lots of work to DM in trust here. Ours has always balanced things somehow. Our CR's have always been about 3 levels above what is recommended so he balances things on his own and on the fly. It works for us and we don't know every monster stat or what we are up agains which adds to the fun IMO. There is way more to it and what is nice is, we have one book compiled with all of our rolls i that is about 225 pages and we only reference it at the table. Played one 3 day session with it and our game has finally come around to the type of game we all enjoy. Lets just say, the fighter will shine at all levels as well as all classes. House ruling has worked for us but may not for you. [/QUOTE]
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