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*Pathfinder & Starfinder
"Just House Rule It" and the New DM
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<blockquote data-quote="StarFyre" data-source="post: 4016262" data-attributes="member: 26055"><p><strong>my thoughts</strong></p><p></p><p>Let me try and fill in some reasons, i think, for house ruling.</p><p></p><p>I've been thinking alot recently about the aspects of 4E that I like, and the stuff I don;'t like (either due to prior editions or decisions that just don't like/make sense but may be better for the majority, etc).</p><p></p><p>To the first question, in terms of how does all the house ruling affect the gaming community as a whole. Honestly, it doesn't matter. When we play for example, we play since we all love the game and RPGs in general. However, with all the experience in a multitude of games, some more 'hardcore' than others, some all combat, some almost none, we all find what we prefer. Me, as the DM, am not going to cater to WotC or anyone else online, etc. I'm going to do what my players, and then myself find fun. Groups that have implemented house rules are all like this. They are used cause something isn't liked or doesn't work in their opinion so they want to change it. I recently suggested some changes that are upcoming, for our 3.5E campaign and thus 4e (since I will be converting our game direct from 3.5E to 4E and converting/recreating anything that may not be in 4E yet (ie. half orc for example)) and player i talked to loved the idea and agrees that now is the best time to test new ideas.</p><p></p><p>As well, I will only DM live; not online. I may do small sections online for when a player leaves the group for a bit or gets separated, but currently we do that by emails. That might be ok to do online but will see.</p><p></p><p>On the definition of house rules, I always took it as anything that is not like the standard rules. So, giving every pit fiend wizard levels is not house ruling since that is still part of the rules (although rules may assume added levels would be only for unique leaders). If, instead, you created 10 totally new custom spells and gave these to the pit fiend in your campaign and then increased it's damaged, lowered it's AC, etc..these would be house rules. Fluff changes can also be house rules.</p><p></p><p>I also don't think new DMs will house rules much. Most new Dms and players I know prefer to use the official rules to make things easier for them. It takes time to get used to any game system and to learn it well enough so that you can easily judge changes and see if they are good or not.</p><p></p><p>In terms of combat damage, spells, etc. After a long time of such games, what you'll get used to, and this is what I refer to, if I ever say "advanced DM/experienced DM", the ability to visualize what something will do, or how hard it is or could be after changes. This can be done in a couple of methods; playing the game for a while and then slowly making changes OR make changes when you want too, and let the player/DM use the changes and modify them as needed in between sessions. This may seem like undesireable, but it depends on the play group. For our sessions, after each session or prior, we have a quick 15 min discussion on stuff that people had fun with, didnt like, etc and I also have several spreadsheets made up that do comparisons and flows for how I am awarding experience, etc. I use this to rate myself and how I am managing the players expectations. I think this is important. I also let players refuse any house rules, but so far this hasn't happened. </p><p></p><p>As for house ruling before rules for 4E are fully available. If someone wants to change grapple...yeah, that;s; not really happening well since we have no idea how the new grapple works. However, the cleric and wizard for sure will be a total re-write I am sure for us and a couple players are happy; of course, I will tweak them over time as needed...but the 4E versions from what we know, I know won't fit with my players visions of these classes or how magic is used in my "Universe of D&D." </p><p></p><p>A major change will be done for my friends wild mage as with all the house rules we have for it now, I want to totally dumb the 2E and 3.5E hybrid we made, and go totally to the 4E design method; think of the concept of what you want; what you truly imagine, and try and make it do that. </p><p></p><p>I can post the ideas if people want to know, but I don't think I should waste space here.</p><p></p><p>Sanjay</p></blockquote><p></p>
[QUOTE="StarFyre, post: 4016262, member: 26055"] [b]my thoughts[/b] Let me try and fill in some reasons, i think, for house ruling. I've been thinking alot recently about the aspects of 4E that I like, and the stuff I don;'t like (either due to prior editions or decisions that just don't like/make sense but may be better for the majority, etc). To the first question, in terms of how does all the house ruling affect the gaming community as a whole. Honestly, it doesn't matter. When we play for example, we play since we all love the game and RPGs in general. However, with all the experience in a multitude of games, some more 'hardcore' than others, some all combat, some almost none, we all find what we prefer. Me, as the DM, am not going to cater to WotC or anyone else online, etc. I'm going to do what my players, and then myself find fun. Groups that have implemented house rules are all like this. They are used cause something isn't liked or doesn't work in their opinion so they want to change it. I recently suggested some changes that are upcoming, for our 3.5E campaign and thus 4e (since I will be converting our game direct from 3.5E to 4E and converting/recreating anything that may not be in 4E yet (ie. half orc for example)) and player i talked to loved the idea and agrees that now is the best time to test new ideas. As well, I will only DM live; not online. I may do small sections online for when a player leaves the group for a bit or gets separated, but currently we do that by emails. That might be ok to do online but will see. On the definition of house rules, I always took it as anything that is not like the standard rules. So, giving every pit fiend wizard levels is not house ruling since that is still part of the rules (although rules may assume added levels would be only for unique leaders). If, instead, you created 10 totally new custom spells and gave these to the pit fiend in your campaign and then increased it's damaged, lowered it's AC, etc..these would be house rules. Fluff changes can also be house rules. I also don't think new DMs will house rules much. Most new Dms and players I know prefer to use the official rules to make things easier for them. It takes time to get used to any game system and to learn it well enough so that you can easily judge changes and see if they are good or not. In terms of combat damage, spells, etc. After a long time of such games, what you'll get used to, and this is what I refer to, if I ever say "advanced DM/experienced DM", the ability to visualize what something will do, or how hard it is or could be after changes. This can be done in a couple of methods; playing the game for a while and then slowly making changes OR make changes when you want too, and let the player/DM use the changes and modify them as needed in between sessions. This may seem like undesireable, but it depends on the play group. For our sessions, after each session or prior, we have a quick 15 min discussion on stuff that people had fun with, didnt like, etc and I also have several spreadsheets made up that do comparisons and flows for how I am awarding experience, etc. I use this to rate myself and how I am managing the players expectations. I think this is important. I also let players refuse any house rules, but so far this hasn't happened. As for house ruling before rules for 4E are fully available. If someone wants to change grapple...yeah, that;s; not really happening well since we have no idea how the new grapple works. However, the cleric and wizard for sure will be a total re-write I am sure for us and a couple players are happy; of course, I will tweak them over time as needed...but the 4E versions from what we know, I know won't fit with my players visions of these classes or how magic is used in my "Universe of D&D." A major change will be done for my friends wild mage as with all the house rules we have for it now, I want to totally dumb the 2E and 3.5E hybrid we made, and go totally to the 4E design method; think of the concept of what you want; what you truly imagine, and try and make it do that. I can post the ideas if people want to know, but I don't think I should waste space here. Sanjay [/QUOTE]
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