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Do you let your players know your House Rules?
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<blockquote data-quote="mhacdebhandia" data-source="post: 1765596" data-attributes="member: 18832"><p>When it comes to setting information, I've put some work into making a player handout meant to be read prior to character creation. It lists the races and classes which are available in the setting, as well as the supplements from which I'll be allowing feats, spells, and the like. House rules which affect the characters directly are included - variant rules from <em>Unearthed Arcana</em>, for example, or my own changes like the conflating of Spot and Listen into a single skill and the abolition of the concept of "class skills".</p><p></p><p>When it comes to things like damage reduction, I would tell my players that things have changed without going into specifics - but since I would expect them to research specifics even in a by-the-book campaign, it wouldn't matter much anyway. For example, it may be common knowledge that werewolves can shrug off blows that should have killed - but it will take a Knowledge check to remember (or a sage to discover) exactly what kind of weapon will strike true.</p><p></p><p>If it's a holy weapon in my setting rather than a silver weapon as in standard D&D, what of it? The PCs in a standard game would have to find out about silver weapons just like the PCs in a different setting would have to find out about holy weapons. That's why I wouldn't tell my players the exact details of such changes - their characters wouldn't automatically know about them like they <strong>would</strong> know about metamagic feats not increasing the level of the spell slot used to cast the spell but only working three times per day.</p></blockquote><p></p>
[QUOTE="mhacdebhandia, post: 1765596, member: 18832"] When it comes to setting information, I've put some work into making a player handout meant to be read prior to character creation. It lists the races and classes which are available in the setting, as well as the supplements from which I'll be allowing feats, spells, and the like. House rules which affect the characters directly are included - variant rules from [i]Unearthed Arcana[/i], for example, or my own changes like the conflating of Spot and Listen into a single skill and the abolition of the concept of "class skills". When it comes to things like damage reduction, I would tell my players that things have changed without going into specifics - but since I would expect them to research specifics even in a by-the-book campaign, it wouldn't matter much anyway. For example, it may be common knowledge that werewolves can shrug off blows that should have killed - but it will take a Knowledge check to remember (or a sage to discover) exactly what kind of weapon will strike true. If it's a holy weapon in my setting rather than a silver weapon as in standard D&D, what of it? The PCs in a standard game would have to find out about silver weapons just like the PCs in a different setting would have to find out about holy weapons. That's why I wouldn't tell my players the exact details of such changes - their characters wouldn't automatically know about them like they [b]would[/b] know about metamagic feats not increasing the level of the spell slot used to cast the spell but only working three times per day. [/QUOTE]
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Do you let your players know your House Rules?
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