How Homebrew Do You Do?

How Homebrew Do You Do?

  • I run a game setting (Greyhawk, FR, Kalamar) right off the shelf

    Votes: 14 12.3%
  • I run a game setting with some tweaks

    Votes: 21 18.4%
  • I run a barely-recognizable published game setting

    Votes: 11 9.6%
  • I run some other book/movie/media setting (Middle Earth, Hyboria) as written

    Votes: 2 1.8%
  • I run some other book/movie/media setting with some tweaks

    Votes: 3 2.6%
  • I run a barely-recognizable book/movie/media setting

    Votes: 4 3.5%
  • I run a homebrew world using standard conventions (orcs, mind flayers, gelatinous cubes)

    Votes: 48 42.1%
  • I run a homebrew world that's a little unusual (no elves or dwarves, very limited MM monsters)

    Votes: 40 35.1%
  • I run a homebrew world that's really out there (furry D&D, gnomes are the only player race)

    Votes: 7 6.1%
  • I run the rules as written

    Votes: 44 38.6%
  • I run a rather modified version of the rules (alternate magic system, different classes)

    Votes: 36 31.6%
  • I use a barely-recognizable version of the rules (bid only/no dice, no classes or levels)

    Votes: 2 1.8%
  • I use a completely homespun system

    Votes: 5 4.4%

My world is total homebrew. Expanded the races into several subraces. Included, but now probably removing, an additional race. Added wild magic rules. Goblins and orcs are different (and far more complex) than in the books. Undead are a little different. Magic is different mostly in flavor, but pretty much the same rules-wise.

The system I run pretty straight, but had to vote the modified choice because of a few minor things, mostly add-ons (like wild magic and a some metamagic feats). There isn't a good choice for voting between straight from the book and alternate magic system.
 

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Gothmog said:
Wow Fenes 2, your version of the Realms actually sounds playable and fun! I'd actually consider playing in the Realms again in your version. Two thumbs up my man! :D Now if only WotC would hire you to make it official....;)

Thanks a lot for the compliment! :)
 

My world is the Bluffside Campaign world - which only about 5 people in the entire world know anything about. :)

Basically, it's fairly standard - there are fewer kinds of dragons (ice, metal, and acid), and more than half of the world map is black because it is unexplored, and unknown.

There are a number of spell modifications, and lots of modifications to the way languages work.

Basically, lots of mystery, and undiscovered ruins of lost civilizations.
 

Lessee....

I have two types of games I run: casual and serious. Basically, casual means "Ung, kill orc/dragon/devil and take treasure." Serious means building a full history and integrating the PCs into it such that the setting changes in a meaniful way based on their actions.

For casual games, I use an unmodified Greyhawk and standard 3E rules with the classbooks, DDG, and Psionics Hanbook.

I'm also taking advantage of the other DM in the group running RtToEE to spend time converting my 20 year old home brew to the d20 system. I already know that the magic system, and therefore more of the classes, will be replaced. There will be some resemblance to the WoT game in terms of mechanics (higher skill points for Fighters, defense bonuses, etc.). The world has been through a few different systems, including Hero and Aria, so it isn't a simple upgrade. The system will definitely be d20, but _won't_ be D&D.
 

I run a world that has been heavily homebrewed, although I take a lot of inspiration from a lot of D20 books. Elves are much rarer on the mainlands, being found mainly on the islands; they're a nomadic, seafaring people. The magic system, I'm switching over to AU(although I might convert some bits of the metamagic system over as well), with each race having it's own little quirks of casting(also, certain magical traditions exist that put there own spin on magic). I'm gonna have a huge class list, probably something like around 20 core classes, not counting all the PrCs that are available in my game.
 

I run FR with some tweaks (sometimes less, sometimes more -- my next game will be of the "more" variety), and I generally use the rules pretty much as written, but with a few modifications. I didn't really start acquiring house rules until earlier this year...just in time for many of them to be affected by the revision. ;)
 

I run FR with some tweaks (sometimes less, sometimes more -- my next game will be of the "more" variety), and I generally use the rules pretty much as written, but with a few modifications. I didn't really start acquiring house rules until earlier this year...just in time for many of them to be affected by the revision. ;)
 

my D&D games are always homebrewed, usually quite extensively (with many changes to the default assumptions of D&D), however i tend to get by with only a page or two of house rules tops.

so the rules end up playing pretty much the same, but the flavor is usually very different.

as far as my page or two of house rules, looks like i'll be able to get rid of at least half of them once 3.5 comes out, because what i've seen of the revised rules is closer to what i want than 3.0.
 

I run in Medieval Europe, which is sorta low-magic (but only as low-magic as it is low-technology), has a lot less of the 'weird' monsters, and has some unusual approaches to the characters. It's almost exactly the same as the core stuff most of the time, until some of the weirder twists come up. Plus I've got some characters who really aren't conventional any more, purely by conscious design.
 

My world is a seriously wierd homebrew with cultures derived from Gate Worlds, late 20/early 21st century Humans who were medievalized and Ur Humans

It assumes that my modifed D&D tropes were real and had logical consequences.

Among the changes -- spell scribing costs nothing (beyond pen and normal ink costs) , anyone can learn to be a Wizard if the have time, money and the INT, Clerics can be in active communication with the Gods (who are really highly evolved spirtual beings) Reincarnation is a known proven scientific law

Its is a mixture of themes with the smallest emphasis on Tolkien and Moorcock
There is a lot more Brust/Cook/Howard/Lieber and Lovecraft spun through a bit of Anime Glaze
 

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