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*Dungeons & Dragons
How many house rules?
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<blockquote data-quote="Blue" data-source="post: 8347786" data-attributes="member: 20564"><p>I'm most comfortable with few house rules. Some customization and change to fit the table, but not enough that makes you go "why not just play another system".</p><p></p><p>That said, I personally differentiate between house rules to change the base game, and house rules to support the feel of a particular campaign. I'm fine with plenty of the latter.</p><p></p><p>For example, in a hexcrawl using a slow rest variant but not quite the one from the DMG, an extended exhaustion chart so it can be given out more frequently without it being so immediately punishing, a bunch of custom backgrounds, a new race, and the banning of a couple of races and subclasses that don't fit the world theme works fine for me, and hasn't touched the "house rules to modify the game" where I'd prefer few.</p><p></p><p>As a side note, sometimes people may not even realize they are using a house rule. For example, when I DM you roll damage individually for every magic missile, scorching ray, eldritch blast, or other multi-ray spell. This is technically a house rule if used with multiple targets (Under Damage Rolls, PH pg 196 - "If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them".) So many tables that think they are playing by RAW actually have their own minor variations.</p><p></p><p>Which does feed into the poll. I use "drinking a potion yourself is a bonus action, inspiration is a reroll declared after seeing the die, and multi-ray spells roll damage individually" - I consider that "short and sweet" (and so voted) even though by the poll it's the next category up. Also when writing out house rules I would always share <em>why</em> the choice was made, so while I want it short and sweet, I want a few paragraphs.</p></blockquote><p></p>
[QUOTE="Blue, post: 8347786, member: 20564"] I'm most comfortable with few house rules. Some customization and change to fit the table, but not enough that makes you go "why not just play another system". That said, I personally differentiate between house rules to change the base game, and house rules to support the feel of a particular campaign. I'm fine with plenty of the latter. For example, in a hexcrawl using a slow rest variant but not quite the one from the DMG, an extended exhaustion chart so it can be given out more frequently without it being so immediately punishing, a bunch of custom backgrounds, a new race, and the banning of a couple of races and subclasses that don't fit the world theme works fine for me, and hasn't touched the "house rules to modify the game" where I'd prefer few. As a side note, sometimes people may not even realize they are using a house rule. For example, when I DM you roll damage individually for every magic missile, scorching ray, eldritch blast, or other multi-ray spell. This is technically a house rule if used with multiple targets (Under Damage Rolls, PH pg 196 - "If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them".) So many tables that think they are playing by RAW actually have their own minor variations. Which does feed into the poll. I use "drinking a potion yourself is a bonus action, inspiration is a reroll declared after seeing the die, and multi-ray spells roll damage individually" - I consider that "short and sweet" (and so voted) even though by the poll it's the next category up. Also when writing out house rules I would always share [I]why[/I] the choice was made, so while I want it short and sweet, I want a few paragraphs. [/QUOTE]
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How many house rules?
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