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Implementing House Rules

GoodKingJayIII

First Post
The "True Rule 0" thread got me thinking about this: how do you go about implementing house rules. As a DM it's something I've never done. My games don't usually last long enough to playtest houserules. But I read about wonderful modifications to the rules on boards like ENWorld, and I think "Gee, that's something I'd really want to put into my game." But I often feel (and maybe this is just me) that simply saying "We're going to be playing the game this way rather than that" has the potential to ruin fun for people.

Like I said, typically I don't get a chance to implement house rules, but when I do I often say "ok, let's try this rule for a session or two." Then I chat with my players about it, both outside of sessions and before or after our meetings. If it's a popular rule (or if there's general indifference), it stays. If there's a real problem with it, I try and work from there. May make more modifications, may just remove the rule completely.

Being democratic is important, but I don't want to take it to far either. Letting my players run the game is definitely a no-no I'd want to avoid. So when you come across a house rule that you like, how do you put it into the game? Are you very autocratic, or do you seek more input from players? Or maybe somewhere in between?
 

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I type up a sheet of potential house rules and hand them out. I ask the players to read over them and voice any concerns they may have. WE do it when we make characters, but usually I keep my house rules to a minimium so it isn't a problem.
 

GoodKingJayIII said:
The "True Rule 0" thread got me thinking about this: how do you go about implementing house rules. As a DM it's something I've never done. My games don't usually last long enough to playtest houserules. But I read about wonderful modifications to the rules on boards like ENWorld, and I think "Gee, that's something I'd really want to put into my game." But I often feel (and maybe this is just me) that simply saying "We're going to be playing the game this way rather than that" has the potential to ruin fun for people.

Like I said, typically I don't get a chance to implement house rules, but when I do I often say "ok, let's try this rule for a session or two." Then I chat with my players about it, both outside of sessions and before or after our meetings. If it's a popular rule (or if there's general indifference), it stays. If there's a real problem with it, I try and work from there. May make more modifications, may just remove the rule completely.

Being democratic is important, but I don't want to take it to far either. Letting my players run the game is definitely a no-no I'd want to avoid. So when you come across a house rule that you like, how do you put it into the game? Are you very autocratic, or do you seek more input from players? Or maybe somewhere in between?

I seek my player's input on most of the house rules beforethey take effect. Alot of my reasons for seekingt houserules on things is something that came up in game that was unbalances and both i and the players felt it.

I try to do it like a game. At certain points in the game, I start talkinga bout what's broke and how we can fix it, after that I go reading seeing what others are doing out here. Then I go back to them and present.

The biggest house rule i ever emplemented was going to the elements of magic poitn based system and it really took a lot of us coming together and working with it.

Then newest rule update that I had was doing fall damage exponentially, using con for dying and changing the massive damage rule.
 

Crothian said:
I type up a sheet of potential house rules and hand them out. I ask the players to read over them and voice any concerns they may have. WE do it when we make characters, but usually I keep my house rules to a minimium so it isn't a problem.

Pretty much ditto. I'm a bit more gung ho than my players about new House Rules. I remember they shot one down that I wanted that would give them each 2 extra skill points/level for profession and craft. Darn stingy players!
 

Generally, at the start of a campaign or at points during the course of a campaign where houseruling becomes necesarry, I'll type up a proposal of the changes that I would like to make, and at the start of the session we'll discuss the impact the changes might have. I'll then take any feedback I receive into account. More importantly, any house rules are not set in stone, and may be changed if their presence becomes detrimental to the game. I make a concentrated effort never to fall in love with my houserules.
 

I used to play a house rule-intensive game but when 3E came along I made a conscious decision to curtail house rules as much as possible. It's a real turnoff for new players to join a game and "discover" all sorts of weird house rules implemented by the DM...
 

I try to avoid house rules when possible. The few times they have been considered, we discuss them on the message boards we use between sessions and usually end up just sticking with the RAW.
 

Ogrork the Mighty said:
It's a real turnoff for new players to join a game and "discover" all sorts of weird house rules implemented by the DM...

I would hope that this "discovery" involves reading a short document while creating characters instead of trying to do something and finding out it doesn't work that way! Although, I am amazed that some people would rather it be the latter, so I do feel for the players under DMs who hide these House Rules, as well. :\
 


I stick to the core rules, and add houserules when it's more fun. Usually players propose them or I think about it and decide to add them after a discussion. I try to type up houserules and pass out the details occasionally.
 

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