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D&D 5E House Rules

Do You Use House Rules / Restrictions in your 5e Game?



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House rules are good, because it shows that the DM is both invested in their campaign, and capable of critical analysis. I won't even look at a 5E campaign unless the DM has a good answer for how they are going to fix the healing rules.
As the DM, while I don't have an issue with it, I'm also not married to the default 5e version of healing.
So if you've a real problem with the healing rules then we'd put it to the group for discussion. Bring your best idea & make your case.
We'll use whatever system the majority of the players prefer.

That's how I'll fix it.
 

Hiya!

Yes. House Rules are needed for every game...because every group is different. If I walk into someone's game and they have no House Rules, I get to worrying. The exception are "new DM's", because they don't have any idea what they are doing and would expect them to 'toe the party line', so to say. Once they get a handle on the rules, how they all interact, and all that other stuff that comes with experience, then they SHOULD be colouring outside the lines. If not...I wonder if DM'ing is really going to be their thing.

^_^

Paul L. Ming
I would say it's not unreasonable for someone new to a game, or running for players who mostly are, to have next to no houserules, just because they might want to see how things work in play before tinkering. At least, that was mostly my approach.
 

Hiya!
I would say it's not unreasonable for someone new to a game, or running for players who mostly are, to have next to no houserules, just because they might want to see how things work in play before tinkering. At least, that was mostly my approach.
Yeah, as I said, a "newbie DM" is best served by sticking to the rules he/she thinks they understand (which, chances are, they don't). This is the "First Stage of Dungeon Mastering". Don't have much of a clue what the game is or has in it now or for the future...but if'n it ain't a helluva lotta fun! :D

Second Stage of DM'ing is the "That did NOT turn out well! Ok. Lets stick to the books so we can't possibly mess it up". This invariably leads to the stark realization that no, a DM should NOT "stick to the Rules As Written" and never deviate...because that works just as "well" as when they first started and thought "Bonus to Attack Roll" meant you got that bonus for EVERYTHING related to Attacking....leading to PC's declaring they were "hitting the wall forcefully as they climb it...so they can get their Attack Bonus!", sticking the RAW regardless of situation will often make no sense at all (especially with bad interpretations of the English language).

Then they get to the Third Stage of DM'ing. This is where all DM's end up (hopefully!) Where enough experience, highs and lows, wins and losses, good rulings and bad, all start to fall into place. This, as time goes on and a DM's experience goes up, results in a DM with a "style" of DM'ing. Not all DM's are the same, some excel at the RPG/acting side, some at the technical side, some at the combat side, others at the creative side...but all DM's develop a "style".

And that is why I am always weary of DM's that don't have any house rules; it tells me they haven't gotten out of Stage Two yet. So when the Magic-User picks up the Fighters two-handed sword and says "I attack!", the DM says "No, you can't. Magic-Users can't use two-handed swords! You do nothing this round. Next...", well, yeah...not a positive trait for a DM, imnsho.

House Rules = DM who is at least attempting to move into Stage Three. :)

^_^

Paul L. Ming
 

Hiya!

Yeah, as I said, a "newbie DM" is best served by sticking to the rules he/she thinks they understand (which, chances are, they don't). This is the "First Stage of Dungeon Mastering". Don't have much of a clue what the game is or has in it now or for the future...but if'n it ain't a helluva lotta fun! :D

Second Stage of DM'ing is the "That did NOT turn out well! Ok. Lets stick to the books so we can't possibly mess it up". This invariably leads to the stark realization that no, a DM should NOT "stick to the Rules As Written" and never deviate...because that works just as "well" as when they first started and thought "Bonus to Attack Roll" meant you got that bonus for EVERYTHING related to Attacking....leading to PC's declaring they were "hitting the wall forcefully as they climb it...so they can get their Attack Bonus!", sticking the RAW regardless of situation will often make no sense at all (especially with bad interpretations of the English language).

Then they get to the Third Stage of DM'ing. This is where all DM's end up (hopefully!) Where enough experience, highs and lows, wins and losses, good rulings and bad, all start to fall into place. This, as time goes on and a DM's experience goes up, results in a DM with a "style" of DM'ing. Not all DM's are the same, some excel at the RPG/acting side, some at the technical side, some at the combat side, others at the creative side...but all DM's develop a "style".

And that is why I am always weary of DM's that don't have any house rules; it tells me they haven't gotten out of Stage Two yet. So when the Magic-User picks up the Fighters two-handed sword and says "I attack!", the DM says "No, you can't. Magic-Users can't use two-handed swords! You do nothing this round. Next...", well, yeah...not a positive trait for a DM, imnsho.

House Rules = DM who is at least attempting to move into Stage Three. :)

^_^

Paul L. Ming
In my case, it was a combination of rust (hadn't GMed in close to a decade) and a new edition that I didn't want to tamper with until I'd seen it in play.

Thanks for presuming I didn't have a clue, though.
 

Yes. House Rules are needed for every game...because every group is different. If I walk into someone's game and they have no House Rules, I get to worrying. The exception are "new DM's", because they don't have any idea what they are doing and would expect them to 'toe the party line', so to say.

I'd just like to ask... do you have any idea how condescending this position reads?
 

I would say it's not unreasonable for someone new to a game, or running for players who mostly are, to have next to no houserules, just because they might want to see how things work in play before tinkering. At least, that was mostly my approach.
I think in general it's a good idea to try the system first, tinker with it second. First games had no house rules while everyone was learning 5e (I had to send out emails after sessions to say "This is what we did wrong, and this is the rules on how it works" more or less for the first half dozen sessions. For my more recent campaigns though, I find it is time to tinker with a few house rules to change things up.
 

Hiya!

Yeah, as I said, a "newbie DM" is best served by sticking to the rules he/she thinks they understand (which, chances are, they don't). This is the "First Stage of Dungeon Mastering". Don't have much of a clue what the game is or has in it now or for the future...but if'n it ain't a helluva lotta fun! :D

Second Stage of DM'ing is the "That did NOT turn out well! Ok. Lets stick to the books so we can't possibly mess it up". This invariably leads to the stark realization that no, a DM should NOT "stick to the Rules As Written" and never deviate...because that works just as "well" as when they first started and thought "Bonus to Attack Roll" meant you got that bonus for EVERYTHING related to Attacking....leading to PC's declaring they were "hitting the wall forcefully as they climb it...so they can get their Attack Bonus!", sticking the RAW regardless of situation will often make no sense at all (especially with bad interpretations of the English language).

Then they get to the Third Stage of DM'ing. This is where all DM's end up (hopefully!) Where enough experience, highs and lows, wins and losses, good rulings and bad, all start to fall into place. This, as time goes on and a DM's experience goes up, results in a DM with a "style" of DM'ing. Not all DM's are the same, some excel at the RPG/acting side, some at the technical side, some at the combat side, others at the creative side...but all DM's develop a "style".

And that is why I am always weary of DM's that don't have any house rules; it tells me they haven't gotten out of Stage Two yet. So when the Magic-User picks up the Fighters two-handed sword and says "I attack!", the DM says "No, you can't. Magic-Users can't use two-handed swords! You do nothing this round. Next...", well, yeah...not a positive trait for a DM, imnsho.

House Rules = DM who is at least attempting to move into Stage Three. :)

^_^

Paul L. Ming
I feel like there is a 4th stage, where a DM has substantial experience implementing house rules. They have come to learn how interlinked D&D rules and content can be. And they gain an appreciation for the playtesting needed to refine their rule prototypes into robust, balanced and effective mechanics, free from fall out.

The 4th stage DM still uses house rules - because they are capable of critically deconstructing the game and making improvements, or tweaks in directions meaningful to their group - but has learned to judge the cost of each new rule against its contribution to play.
 

Hiya!

Yeah, as I said, a "newbie DM" is best served by sticking to the rules he/she thinks they understand (which, chances are, they don't). This is the "First Stage of Dungeon Mastering". Don't have much of a clue what the game is or has in it now or for the future...but if'n it ain't a helluva lotta fun! :D

Second Stage of DM'ing is the "That did NOT turn out well! Ok. Lets stick to the books so we can't possibly mess it up". This invariably leads to the stark realization that no, a DM should NOT "stick to the Rules As Written" and never deviate...because that works just as "well" as when they first started and thought "Bonus to Attack Roll" meant you got that bonus for EVERYTHING related to Attacking....leading to PC's declaring they were "hitting the wall forcefully as they climb it...so they can get their Attack Bonus!", sticking the RAW regardless of situation will often make no sense at all (especially with bad interpretations of the English language).

Then they get to the Third Stage of DM'ing. This is where all DM's end up (hopefully!) Where enough experience, highs and lows, wins and losses, good rulings and bad, all start to fall into place. This, as time goes on and a DM's experience goes up, results in a DM with a "style" of DM'ing. Not all DM's are the same, some excel at the RPG/acting side, some at the technical side, some at the combat side, others at the creative side...but all DM's develop a "style".

And that is why I am always weary of DM's that don't have any house rules; it tells me they haven't gotten out of Stage Two yet. So when the Magic-User picks up the Fighters two-handed sword and says "I attack!", the DM says "No, you can't. Magic-Users can't use two-handed swords! You do nothing this round. Next...", well, yeah...not a positive trait for a DM, imnsho.

House Rules = DM who is at least attempting to move into Stage Three. :)

^_^

Paul L. Ming

I feel like there is a 4th stage, where a DM has substantial experience implementing house rules. They have come to learn how interlinked D&D rules and content can be. And they gain an appreciation for the playtesting needed to refine their rule prototypes into robust, balanced and effective mechanics, free from fall out.

The 4th stage DM still uses house rules - because they are capable of critically deconstructing the game and making improvements, or tweaks in directions meaningful to their group - but has learned to judge the cost of each new rule against its contribution to play.
Actually, their are 7 stages of DM'ing, but you need to be in the 5th stage to even see the rest so there is no real point in explaining them. ;)
 

Actually, their are 7 stages of DM'ing, but you need to be in the 5th stage to even see the rest so there is no real point in explaining them. ;)
You have studied well the Unbroken Circle of Zerthimon +1 Int, +1 Dex.

D4E928E3-7DCE-40BB-8F6A-0C12BE3AFF32.jpeg
 

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