Zelda Themelin
First Post
When playing any rpg I find rules very import to communicate tje same thing to everybody how world works. I hate, hate, hate situations when people throw their little pet system at me (home made typically), don't expain it well enough (whooh didn't take time to write it down anyway), and then tell that understanding those rules when making a chararacter doesn't matter (and don't feel like explaining all the details I ask).
Of couirse it matters, it matters in every aspect when we actually start playing.
My recent experience, yes, I am bitter.
If you don't have common ground with rules, some self-styled tyrant with his/her pet players are going to walk over those players less partial to creating the so called ruleset.
Rules are the world. And basic set of rules shouldn't change, everybody should understand what stuff in their character sheet actually means. How good they are when they are good at something, and such a thing.
When playing with well known system, like D&D few house rules are ok, as long as everybody knows what they are.
And no, I don't think dm should just use monsters and treasure as written, or not come up with new ideas that suit the world. Sure you can limit options and add options. That's normal world building. I like use of imagination. D&D as written kinda takes magic away from magic. And special away from special abilities. Sometimes with D&D game balance bleed into areas where it does more harm than good. Building blocks are fine, the examples are sort of vanilla.
But I don't want any unclear land lurk within those rules I need to run my character as player properly.
And of course not every system works equally for different game-styles/worlds. I woudn't want to play everything with some edition of D&D.
Rules are physics of the game world, and different physics tell different story.
When speaking of D&D 3.x I prefer games that pretty much use core rules as written, maybe with some alternative magic/psionic system. Anyone who wants to houserule D&D to death, should IMO consider another system that supports those world ideas better, and find group that agrees.
Of couirse it matters, it matters in every aspect when we actually start playing.
My recent experience, yes, I am bitter.
If you don't have common ground with rules, some self-styled tyrant with his/her pet players are going to walk over those players less partial to creating the so called ruleset.
Rules are the world. And basic set of rules shouldn't change, everybody should understand what stuff in their character sheet actually means. How good they are when they are good at something, and such a thing.
When playing with well known system, like D&D few house rules are ok, as long as everybody knows what they are.
And no, I don't think dm should just use monsters and treasure as written, or not come up with new ideas that suit the world. Sure you can limit options and add options. That's normal world building. I like use of imagination. D&D as written kinda takes magic away from magic. And special away from special abilities. Sometimes with D&D game balance bleed into areas where it does more harm than good. Building blocks are fine, the examples are sort of vanilla.
But I don't want any unclear land lurk within those rules I need to run my character as player properly.
And of course not every system works equally for different game-styles/worlds. I woudn't want to play everything with some edition of D&D.
Rules are physics of the game world, and different physics tell different story.
When speaking of D&D 3.x I prefer games that pretty much use core rules as written, maybe with some alternative magic/psionic system. Anyone who wants to houserule D&D to death, should IMO consider another system that supports those world ideas better, and find group that agrees.