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[Ari Marmell's blog] To House Rule or Not to House Rule
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<blockquote data-quote="Steel_Wind" data-source="post: 5197432" data-attributes="member: 20741"><p>Perhaps. And if the campaign was just running a bunch of home-brewed series of adventures, I would agree with you.</p><p></p><p>But does your answer change if the GM wants to drop $250 bucks on <em>Rise of the Runelords</em>, with all its associated bells and whistles? And you, as a player, propose to use <em>Book of Nine Swords</em>, <em>Tome of Magic</em>, <em>Spell Compendium</em> and the <em>Magic Item Compendium, </em>while some other players then ask to play classes and races out of all of the <em>Complete</em> and <em>Races of </em>Series?</p><p></p><p>Because I assure you, in those circumstances, what you propose to do will break the published adventures into a million pieces. Your uber-powered characters will blow through the <em>Rise of the Runelords</em>, as written. The published Adventure Path just <em>breaks</em> under the power creep.</p><p></p><p>The only way that doesn't happen is if the GM wants to then put a <em><strong>lot</strong></em> of work into beefing up and redesigning the set-piece encounters across all six volumes of <em>RotRL</em>. (And then ncompensate for addtional XP earned in beefed up encounters, and so on and so forth, with a chain reaction of consequences across six volumes of adventures...)</p><p></p><p>As it stands, there is already a <strong>LOT</strong> of work involved in running and creating other bridge and side material for use during the play of an Adventure Path. Your proposal as a player greatly adds to the GM's burden of running that AP. So much so that I, as a GM, would just outright veto it.</p><p></p><p>So the "my game too" argument, while true, doesn't really capture the practical problems that such desires really cause. It's not just a matter of "taste, touch and feel".</p><p></p><p>It's not just a matter of fluff; <strong>it's stone cold crunch we're talking about here</strong>. </p><p></p><p>You can't hand wave this stuff away; it matters.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 5197432, member: 20741"] Perhaps. And if the campaign was just running a bunch of home-brewed series of adventures, I would agree with you. But does your answer change if the GM wants to drop $250 bucks on [I]Rise of the Runelords[/I], with all its associated bells and whistles? And you, as a player, propose to use [I]Book of Nine Swords[/I], [I]Tome of Magic[/I], [I]Spell Compendium[/I] and the [I]Magic Item Compendium, [/I]while some other players then ask to play classes and races out of all of the [I]Complete[/I] and [I]Races of [/I]Series? Because I assure you, in those circumstances, what you propose to do will break the published adventures into a million pieces. Your uber-powered characters will blow through the [I]Rise of the Runelords[/I], as written. The published Adventure Path just [I]breaks[/I] under the power creep. The only way that doesn't happen is if the GM wants to then put a [I][B]lot[/B][/I] of work into beefing up and redesigning the set-piece encounters across all six volumes of [I]RotRL[/I]. (And then ncompensate for addtional XP earned in beefed up encounters, and so on and so forth, with a chain reaction of consequences across six volumes of adventures...) As it stands, there is already a [B]LOT[/B] of work involved in running and creating other bridge and side material for use during the play of an Adventure Path. Your proposal as a player greatly adds to the GM's burden of running that AP. So much so that I, as a GM, would just outright veto it. So the "my game too" argument, while true, doesn't really capture the practical problems that such desires really cause. It's not just a matter of "taste, touch and feel". It's not just a matter of fluff; [B]it's stone cold crunch we're talking about here[/B]. You can't hand wave this stuff away; it matters. [/QUOTE]
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