That's not exactly true. They may be optional, but they are the default, and if you play by the book you use no house rules whatsoever. Every option you replace or ignore is a house rule. And the d20 higher than a target number isn't irreplacable: UA has bellcurve rolls, where 1d20 is replaced with 3d6, which gives more average results.Dr. Anomalous said:THere's a lot of extremism here, so I may as well throw my very blue hat in.
As I see it, these are rules:
Rule 0.
STR, DEX, CON, INT, WIS, CHA.
Roll D20, higher than a target number.
Everything else... Everything... including all the other rules in the Phb and DMG.. Are optional, and which ones you use, replace, or ignore are house rules.
Tallarn said:I don't mind house rules, if I can see the reason behind them.
For example, S'mons game has several house rules, mostly to do with making Raise Dead, Resurrection and so on a little harder - the rules mostly increase the gp cost of casting those spells and reduce the duration during which the body can be raised. Sounds fine to me, that's his choice as a DM and I can see and understand the reasons behind it.
However, if an ability was destroyed simply because using it was effective, then I'd be annoyed.
That's not really a good analogy, though. DMs aren't much like referees.Joachim Pieper said:I'm not a huge fan of Rule 0 fascists. What's the point of giving us the rulebook if you're just going to over-rule it. To me, the DM must at least base his decisions on the rules, and must be able to justify his position beyond 'I say so'. It's very frustrating otherwise. Referees don't make rules up.