How many house rules are enough for your group, how many are too many?
I am finding that the more I hang around ENWorld, the more cool Houserule ideas I have or want to steal, the more things I want to tear out or change when it comes to a system. Many of those rules are PC creation or fundamental math based, others are other fundamental elements of "how this works".
Thing is, I don't want to drive off would-be players by altering the system too significantly or having Too Many New Rules. Further, I don't want Rules Lag, people forgetting too many/having to relearn things due to the system.
I am finding that the more I hang around ENWorld, the more cool Houserule ideas I have or want to steal, the more things I want to tear out or change when it comes to a system. Many of those rules are PC creation or fundamental math based, others are other fundamental elements of "how this works".
Thing is, I don't want to drive off would-be players by altering the system too significantly or having Too Many New Rules. Further, I don't want Rules Lag, people forgetting too many/having to relearn things due to the system.