Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Do published modules have to follow the d20 rules strictly?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Monte At Home" data-source="post: 415192" data-attributes="member: 1335"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>(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.)</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Monte At Home, post: 415192, member: 1335"] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Do published modules have to follow the d20 rules strictly?
Top