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*TTRPGs General
How many House rules are too many?
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<blockquote data-quote="[OMENRPG]Ben" data-source="post: 5813212" data-attributes="member: 6677983"><p>I think that house rules should realistically fall under the DM's jurisdiction. </p><p></p><p>Essentially the less rules the players need to know, the more interactive they can be with their character. Of course this is my opinion, and a lot of players love tons of crunch, but I've always found that if a player wants to have a very neat or specific action, and there isn't a rule for that, it limits what choices he believes he has. </p><p></p><p>House rules are usually different ways of solving problems solved by other rules (or sometimes ignored.) I think when it becomes counter-intuitive or nit-picky, rules get in the way more than they help. Really though, I think a lot of in-game rulings should be done just on the spot by the DM. For character creation though, a lot of rules and other stuff can get tricky. </p><p></p><p>The other thing to consider is that a lot of house rules add complexity to the game, and that complexity when stacked with other things can either become a boggled mess or unbalanced. For instance in one of my games a long time ago (I'm talking when I was still in high school) I as the DM came up with some rules that I thought were pretty cool. One of the biggest changes were called "enhancements" and were essentially like Feats but very specific and tied in to skills, other feats, or just overall abilities. Some of them added hit points, others added conditional attack/defense modifiers, so on. </p><p></p><p>Needless to say, the players loved it because of how beastly it made their characters, but we weren't really playing D&D any more.</p></blockquote><p></p>
[QUOTE="[OMENRPG]Ben, post: 5813212, member: 6677983"] I think that house rules should realistically fall under the DM's jurisdiction. Essentially the less rules the players need to know, the more interactive they can be with their character. Of course this is my opinion, and a lot of players love tons of crunch, but I've always found that if a player wants to have a very neat or specific action, and there isn't a rule for that, it limits what choices he believes he has. House rules are usually different ways of solving problems solved by other rules (or sometimes ignored.) I think when it becomes counter-intuitive or nit-picky, rules get in the way more than they help. Really though, I think a lot of in-game rulings should be done just on the spot by the DM. For character creation though, a lot of rules and other stuff can get tricky. The other thing to consider is that a lot of house rules add complexity to the game, and that complexity when stacked with other things can either become a boggled mess or unbalanced. For instance in one of my games a long time ago (I'm talking when I was still in high school) I as the DM came up with some rules that I thought were pretty cool. One of the biggest changes were called "enhancements" and were essentially like Feats but very specific and tied in to skills, other feats, or just overall abilities. Some of them added hit points, others added conditional attack/defense modifiers, so on. Needless to say, the players loved it because of how beastly it made their characters, but we weren't really playing D&D any more. [/QUOTE]
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How many House rules are too many?
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