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DMs - What makes You...
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<blockquote data-quote="Gorgon Zee" data-source="post: 8705149" data-attributes="member: 75787"><p>I very rarely do this. If I do change a rule it will be as a result of applying it at the table and getting a group consensus that it is not fun. The reason I game is to have fun with friends; the only reason to change a rule is to ensure the game is fun. Mostly I change rules that make one character too strong at what another player likes their character to do -- niche protection, if you will. If a rule allows a wizard to be better at sneaking then a thief, then it needs to go.</p><p></p><p></p><p>Umm. This is sort of backwards from how I design campaigns. The reason I start a campaign is the lore -- by definition the lore will be different and the point of the campaign is to explore that difference. </p><p></p><p></p><p>Same answer as for rule changes. In practice it's mostly niche protection, but it can also be for other reasons. But generally, niche protection and balance.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 8705149, member: 75787"] I very rarely do this. If I do change a rule it will be as a result of applying it at the table and getting a group consensus that it is not fun. The reason I game is to have fun with friends; the only reason to change a rule is to ensure the game is fun. Mostly I change rules that make one character too strong at what another player likes their character to do -- niche protection, if you will. If a rule allows a wizard to be better at sneaking then a thief, then it needs to go. Umm. This is sort of backwards from how I design campaigns. The reason I start a campaign is the lore -- by definition the lore will be different and the point of the campaign is to explore that difference. Same answer as for rule changes. In practice it's mostly niche protection, but it can also be for other reasons. But generally, niche protection and balance. [/QUOTE]
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