Ry
Explorer
StGabe said:One rule I disagree with is:
GM Can't Introduce New House Rules
It's nice to have a contract of sorts with the players but it seems that if you are going to add a lot of house rules like this you have to be ready to patch them if they don't work and ultimately the DM is the one with the objectivity/perspective to do that.
I have one player in particular who can't stand adding rules mid-game, and I've playtested the Conviction and 6th level cap rules before. Both are now slightly more elegant versions of the old playtest versions, so tweaking isn't as big a concern.
StGabe said:Are you replacing alignments with anything or just getting rid of them? I use an "allegiance" system. Players have to declare allegiance to at least three things: a goal, a person and an organization. They can do multiples if they want. These give some small guidelines to roleplay and they can also be used in placements where alignment would normally be used. For example a +1 sword that is +3 if wielded by someone with allegiance to a certain God or Organization or a shield that provides an additional bonus if you are protecting something or someone to which you have an allegiance. This makes allegiances something you want to have and can be counterbalanced with obligations that go along with each allegiance.
Well, my alignment rule is like this:
Alignment
For the purpose of the rules, members of PC races are always treated as being True Neutral. Alignment requirements for all classes are waived, and characters should replace focus on alignment with a focus on how their character relates to the setting. For example, Paladins do not need to act as if there were were alignment rules, but should still act in accordance with the strictures of their faith.
The stuff you use for allegiances and such is exactly like what I'll be getting the players to do in the "Getting Started" phase.