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Indeed. Fidel's Kids and the Black Sea Horns had it right since 2012. "All right stop, collaborate and listen."That is pretty much exactly how we do it too.
Indeed. Fidel's Kids and the Black Sea Horns had it right since 2012. "All right stop, collaborate and listen."That is pretty much exactly how we do it too.
This is where I'm at.I tend to dictate, but that's mostly because I'm the one in our group who's actually interested in tinkering and experimenting with the rules.
Bit of both. The priority is always the story making sense, so if RAW produces a result that doesn't make sense then RAW is broken, at least in that situation. My players and I are pretty copacetic on prioritizing story logic over arbitrary rules.I’ve been making custom rules for D&D and other games for years, shaping the game to fit the way I want it to run. It might be some idea I saw in a movie or book, or perhaps evolves out of an in-game issue, but I’m generally the one coming up with new stuff.
While I always listen to my players for sticking points we can fix or smooth out, I find I’m generally the one who comes up with houserules out of the blue (before game, as much as feasible) or after seeing some gap/issues and only tend to tweak/discard them if it causes issues within the group. I’m obviously a Dictator in this sense.
So, do you work with your players in the first place to create your houserules or do you create and implement them without first consulting players? Or perhaps you do a bit of both?
Depends on the situation and specific house rule in question.So, do you work with your players in the first place to create your houserules or do you create and implement them without first consulting players? Or perhaps you do a bit of both?
Most often caused by what seems a valid interpretation of a vaguely or poorly worded rule at the time*, only to find out years later that the "official" interpretation is something entirely different.But I'll throw this thought in as well: some house rules are neither. It is entirely possible for house rules to develop without the group consciously planning them. They are not dictated by the DM and they are not discussed. Rather, they are simply things that a group does over time without thinking about it. Sometimes the group doesn't even know it's a house rule. Especially before the internet, this was a very common phenomenon.
Indeed. Natural language at its finest, resolving rules arguments since never.Most often caused by what seems a valid interpretation of a vaguely or poorly worded rule at the time*, only to find out years later that the "official" interpretation is something entirely different.
* - which are still a thing even in 5e - just look at the two active threads right now arguing about casting spells through a transparent barrier.
IMO and IME the problem isn't natural language, it's a combination of a) the author maybe not thinking it all the way through (or flat-out missing something) and b) trying to use two words where ten are required in order to make things clear.Indeed. Natural language at its finest, resolving rules arguments since never.
Okay, but the more words you're using, the more you get toward "why are we not just clearly defining what we mean?"IMO and IME the problem isn't natural language, it's a combination of a) the author maybe not thinking it all the way through (or flat-out missing something) and b) trying to use two words where ten are required in order to make things clear.
a) is a consistent issue with 1e and its contemporaries. I rather suspect b) is where 5e more often runs into trouble.
Well, in part because many words have different meanings in different contexts; and oftentimes using a jargon-y word in a non-jargon-y way causes headaches.Okay, but the more words you're using, the more you get toward "why are we not just clearly defining what we mean?"
Sure, make it short and simple but at the same time make it accurate! Do whatever it takes to ensure Rules-As-Written and Rules-As-Intended line up with each other.Natural language was supposed to make things short and simple because you didn't have to explain anything, folks would just already know. Having to replace pithy phrases with drawn out specifics is precisely why we make use of jargon in the first place, so we don't have to keep repeating ourselves over and over and over again.
Or, in my case, an almost entirely revised/rebuilt edition of the game.I don't like to run with many house rules, because there's always more to fix, and then you end with a separate multi-page document...