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Fear of house rules?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 2538152" data-attributes="member: 20805"><p>I have a similar issue, altho not quite as disparate as yours.</p><p></p><p> Player 1: cringes at house rules... but has started to warm to some of them</p><p> Player 2: Wants to be able to look everything up in a book. Argues what he thought he read and sulks when a rule-0 keeps the game flowing...or when he doesn't know the situation fully.</p><p> Player 3: doesn't care about the rules, just wants to play</p><p> Player 4: studies the rules as to mon-max his character.</p><p> Player 5: Knows the rules very well.. and accepts house rules/ rule-0 without a blink.</p><p></p><p></p><p>Of course, Player 5 usually has work conflicts with our game time <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>My suggestion, talk the reasoning for the house/variant rule out so they can see the increased depth of the game, which increases potential enjoyment. </p><p>Involve them in crafting the house rules.. I am working on an EoM partial transform that my Player 1 instantly hated, until I explained how his Druid character could use the finished version in a way that fit his concept better than a full wildshape.</p><p> </p><p>And lastly, ditch any house rules that don't go the distance to make the game enjoyable.</p><p></p><p>As to good luck charms.. were you talking in game or out?</p><p> The module I am running introduces Fetishes, items that can grant a +3 bonus to either an attack roll, save roll, or damage roll. Usuable once. A Feat is required to make on. A character can carry 3 fetishes at a time and can only use one per action.</p><p></p><p>Out of game, the best thing I have ever seen to getting acceptance of DM ruling is to keep books off the table. Preferably out of the room. I never have rules arguments when no-one has access to the books <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2538152, member: 20805"] I have a similar issue, altho not quite as disparate as yours. Player 1: cringes at house rules... but has started to warm to some of them Player 2: Wants to be able to look everything up in a book. Argues what he thought he read and sulks when a rule-0 keeps the game flowing...or when he doesn't know the situation fully. Player 3: doesn't care about the rules, just wants to play Player 4: studies the rules as to mon-max his character. Player 5: Knows the rules very well.. and accepts house rules/ rule-0 without a blink. Of course, Player 5 usually has work conflicts with our game time :) My suggestion, talk the reasoning for the house/variant rule out so they can see the increased depth of the game, which increases potential enjoyment. Involve them in crafting the house rules.. I am working on an EoM partial transform that my Player 1 instantly hated, until I explained how his Druid character could use the finished version in a way that fit his concept better than a full wildshape. And lastly, ditch any house rules that don't go the distance to make the game enjoyable. As to good luck charms.. were you talking in game or out? The module I am running introduces Fetishes, items that can grant a +3 bonus to either an attack roll, save roll, or damage roll. Usuable once. A Feat is required to make on. A character can carry 3 fetishes at a time and can only use one per action. Out of game, the best thing I have ever seen to getting acceptance of DM ruling is to keep books off the table. Preferably out of the room. I never have rules arguments when no-one has access to the books :) [/QUOTE]
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Fear of house rules?
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