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<blockquote data-quote="Lanefan" data-source="post: 8706081" data-attributes="member: 29398"><p>Many things:</p><p>--- balance; I'm fixing something that's already been proven as broken in play or I feel has the potential to be broken later</p><p>--- simplicity; I'm stripping out or streamlining something that's needlessly complex</p><p>--- complexity; something in the rules has been over-simplified and needs some additions to be of any use</p><p>--- realism; something in the rules doesn't reflect reality very well and can easily be replaced with something better</p><p>--- clarification; the existing rule is badly written and needs more clarity, or can be interpreted more than one way and I'm settling on one of those interpretations</p><p>--- precedence; I've made an on-the-fly ruling and want to lock it in.</p><p></p><p>Realism is the big one here for me.</p><p></p><p>I build my settings homebrew from scratch, thus by default I have to also invent the lore.</p><p></p><p>Several things:</p><p>--- setting conceits; some classes/species/backgrounds simply don't exist (yet) in the setting, while others exist but are uncommon or rare</p><p>--- personal preference against; some species IMO should simply not be PC-playable, and a few PC-playable species should not be able to be or become a few classes e.g. no Dwarf Wizards</p><p>--- personal preference for; a D&D setting without ancient Greeks, Norse, Dwarves, Elves, and Hobbits isn't a setting at all <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p>--- playstyle nudging; I want each character to have clear strengths and weaknesses so as to encourage formation of a team to pool strengths and cover weaknesses, thus I set the char-gen system up to fight against one-man-band type characters who can do everything</p><p></p><p>See answers to previous question</p><p></p><p>My system is mostly homebrew now, so I pretty much don't use any published books in play. They are merely there as idea sources.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8706081, member: 29398"] Many things: --- balance; I'm fixing something that's already been proven as broken in play or I feel has the potential to be broken later --- simplicity; I'm stripping out or streamlining something that's needlessly complex --- complexity; something in the rules has been over-simplified and needs some additions to be of any use --- realism; something in the rules doesn't reflect reality very well and can easily be replaced with something better --- clarification; the existing rule is badly written and needs more clarity, or can be interpreted more than one way and I'm settling on one of those interpretations --- precedence; I've made an on-the-fly ruling and want to lock it in. Realism is the big one here for me. I build my settings homebrew from scratch, thus by default I have to also invent the lore. Several things: --- setting conceits; some classes/species/backgrounds simply don't exist (yet) in the setting, while others exist but are uncommon or rare --- personal preference against; some species IMO should simply not be PC-playable, and a few PC-playable species should not be able to be or become a few classes e.g. no Dwarf Wizards --- personal preference for; a D&D setting without ancient Greeks, Norse, Dwarves, Elves, and Hobbits isn't a setting at all :) --- playstyle nudging; I want each character to have clear strengths and weaknesses so as to encourage formation of a team to pool strengths and cover weaknesses, thus I set the char-gen system up to fight against one-man-band type characters who can do everything See answers to previous question My system is mostly homebrew now, so I pretty much don't use any published books in play. They are merely there as idea sources. [/QUOTE]
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