Do published modules have to follow the d20 rules strictly?

It's a pretty interesting question. I've bent or changed the rules in things I've written. For example, I changed the spell-like abilities of dark elves a bit for Queen of Lies, but I made it clear up front that I'd done it.

I guess for me, there's a world of difference between someone that I trust to know how things are supposed to work, and then changes them, and someone else who just makes errors--or can't be bothered to learn the rules--and then claims that he was doing it intentionally.

As has been pointed out earlier in the thread, when someone says that they changed things intentionally to give things a different feel, they often betray a lack of understanding for the rules, because there is often a way to accomplish the same effect--or sometimes to an even better effect--using the rules.

Another danger is that if an author makes things work differently than how the players expect, it can hurt the game. For example, the game already has climbing rules. If, in a module, someone put special rules for climbing a particular wall because of certain special conditions and they didn't rely on the basic rules at all (maybe it's a Reflex save rather than a Strength-based skill check or something), a character who believes he can climb well would enter into the situation, suddenly find that things don't work the way he thought at all, and he would suffer for it.

Basically, the rules are the way the world works. If a player understands the basics of the world, he can make choices for his character based on that understanding. If a game designer then throws that player a curve, and the characters choices were bad ones, that leads to player disatisfaction.

(Occasionally, throwing players a curve is good--it keeps them on their toes, and keeps things interesting--but it should be for a very good, understandable reason.)

But ultimately, are the rules sacrosanct? Of course not. The fun of the game is what's sacrosanct. And d20 is supposed to be all about innovation. If a d20 designer comes up with a variant rule that does something better than the core rules, he should put it out there. But it should be clearly marked and well explained. And, if he wants the product to be successful in the market, the whole product probably shouldn't be hinged on it (to make it more easily adapted to other campaigns), but that can vary on a case by case basis.
 

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I should probably be intimidated by the prospect of answering this after Monte but here goes.

Module writers and publishers should always specify where and why they are using variant rules. I've seen too many modules where things were calculated improperly to trust most authors anymore. For a recent RPGA mod, I had to go through and correct the statblocks for about 6 or 7 different NPCs and let the other judges for the upcoming V-Con in Vancouver know about these errors. They were very significant things--incorrect attack bonusses and damage bonusses, etc.

In other modules, I've seen wizards with a 10 int (I guess they were supposed to be a sorceror) and an 8 cha (then again, maybe not). In short, I have no faith that authors and editors know what they're doing. (To be more generous, I might say instead: "I know how hard it is to get everything right--especially if you started out statting up one monster and then decided to tweak him a little after playtesting. Sometimes authors forget to remove skill points when removing levels.")

WRT printing the monsters, I think that all the non-core spells, feats, equipment, and monsters should be printed in the text or appendix of the adventure. "See Monster Manual p 57" is (barely acceptable). "See Unearthed Unobtainium by company Idon'tcareium" is not. The only exceptions would be things like Kalamar or Arcanis modules which are published for a specific world. Then I could live with (see Codex Arcanis p.43). I would still want some conversion notes with core rules alternatives though.

WRT to stone giants with +12 crafts. Why does it have to be +12? Unless he has to craft something DC 22 (and the PCs know that it's DC 22), I don't imagine PCs can tell the difference between +12 and +8. Either way, he's a very skilled craftsman. If you want +12, bump his intelligence up to a 16 and swap a combat feat for skill focus. Or, better yet, invent a feat roughly equivalent to Cosmopolitan and use it to give the giant craft as a class skill.
 

MerricB said:
However, if the module said up front "This module doesn't follow the d20 rules precisely. Some of the skills bonuses aren't possible using the core system, but have been set that way to create an unique feel for this module" would it be so bad?

It depends (on what rules were being ignore/changed/whatever, and how badly, amongst other things), but a note acknowledging the changes or differences would go a long way towards ameliorating my annoyance. It at least tells me that they *know* they're doing things differently; when a book has things "wrong", but doesn't acknowledge it, that makes me think that the creators don't know what they're doing. And that makes me less interested in paying for their work.

MerricB: That wouldn't bother me, as long as it was noted ("Note: this giant is special, and gets ranks in Craft").

Actually, I wish there was a d20 variant that would allow characters to get more skill points (and possibly even feats) without going up in level (and gaining base attack & save bonuses, HD, spells, etc.).
 

Actually, I think it essential to the system that gains in skill points and other abilities be tied to level.

However, having a class that does not necessarily gain Hit Dice, BAB, Saves and similar does not seem a bad idea, IMO.

Of course, the way that the system is designed, Feats and Ability Score increases would always occur, but as you can take 'weak' feats (such as Skill Focus) this isn't that bad.

(Remember the Halfling Outrider? ;))

Cheers!
 


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