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How many House rules are too many?
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<blockquote data-quote="Desdichado" data-source="post: 5813400" data-attributes="member: 2205"><p>I tend to tweak a lot of things aorund character creation. This class doesn't exist, here's an alternative class, here's homebrew races, etc. But that only comes into play relatively infrequently, and you can refer to all of the pertinent houserules at one go when they're relevant. I tend not to mind lots of houserules there. Because I really don't like the feel of a lot of D&Disms (particularly related to how magic works in D&D) I often have very drastic changes there too. But again; that's more around character definition than anything else.</p><p></p><p>For rules that come up session after session--ongoing rules, I tend to prefer few enough that I don't have to bother having them printed out next to me while playing. Fairly short and sweet and easy to remember if they're going to come up every time we play.</p><p></p><p>I also occasionally add subsystems. A Sanity mechanic, for example, is a popular one for me, because I tend to focus on fantasy horror type themes and tone. Some chase scene rules are critical to me, because I like chase scenes and my version of D&D doesn't really have any good rules for that in its core ruleset. I don't have a real guideline here other than whatever "feels" right. If you're adding too many subsystems, you're probably not getting much benefit from them. I try to keep it to two or three significant subsystems at a time tops. Actually, chase mechanics and sanity--that's about it for what I normally use.</p><p></p><p>That said, although I'm a fan of modifying things to tweak to my taste, I also find that it's a hassle to document all the changes I've made. Recently I decided to chuck all my changes to D&D and migrate the system to one of the already in print d20 Modern campaign models. This way, I only need to have a very small set up houserules--I can describe them in a paragraph or two tops.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 5813400, member: 2205"] I tend to tweak a lot of things aorund character creation. This class doesn't exist, here's an alternative class, here's homebrew races, etc. But that only comes into play relatively infrequently, and you can refer to all of the pertinent houserules at one go when they're relevant. I tend not to mind lots of houserules there. Because I really don't like the feel of a lot of D&Disms (particularly related to how magic works in D&D) I often have very drastic changes there too. But again; that's more around character definition than anything else. For rules that come up session after session--ongoing rules, I tend to prefer few enough that I don't have to bother having them printed out next to me while playing. Fairly short and sweet and easy to remember if they're going to come up every time we play. I also occasionally add subsystems. A Sanity mechanic, for example, is a popular one for me, because I tend to focus on fantasy horror type themes and tone. Some chase scene rules are critical to me, because I like chase scenes and my version of D&D doesn't really have any good rules for that in its core ruleset. I don't have a real guideline here other than whatever "feels" right. If you're adding too many subsystems, you're probably not getting much benefit from them. I try to keep it to two or three significant subsystems at a time tops. Actually, chase mechanics and sanity--that's about it for what I normally use. That said, although I'm a fan of modifying things to tweak to my taste, I also find that it's a hassle to document all the changes I've made. Recently I decided to chuck all my changes to D&D and migrate the system to one of the already in print d20 Modern campaign models. This way, I only need to have a very small set up houserules--I can describe them in a paragraph or two tops. [/QUOTE]
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How many House rules are too many?
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