Make It Yourself

I found my old Black Box set and found some homebrew classes that I made. One of them was a changling class, probably inspired by star trek, that could change into anything but that could only heal by spending 24 hours as goo in a bucket :ROFLMAO:

That sort of thing was almost endemic in the OD&D days; I know I did three or four of them (I don't remember most, but I remember the bene gesserit class).
 

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I still do. I think you're making the same mistake of assuming I'm speaking for myself when explaining when some people don't want to.
That's fine, but then they only have themselves to blame when the thing they desire to make their game work is missing.

But my point was simpler: that culture of creating the things you want and need should be embraced as much in the modern 5E era as the OD&D era.
 

That's fine, but then they only have themselves to blame when the thing they desire to make their game work is missing.

But my point was simpler: that culture of creating the things you want and need should be embraced as much in the modern 5E era as the OD&D era.

If you're a GM. I do all this, because I am. If I wasn't a GM, none of that would likely serve any purpose.

(And, of course even as a GM, with some of it you have to have players that will go along, which can be non-trivial when it comes to things like classes and such. It doesn't matter what you want to see as a GM if people won't play it).
 

(And, of course even as a GM, with some of it you have to have players that will go along, which can be non-trivial when it comes to things like classes and such. It doesn't matter what you want to see as a GM if people won't play it).
I created a new school of magicians in my long-running AD&D/OD&D world simply because I realised they belonged there. Five or so years later, a player asked to run one, so I gave him the specification, and he's been doing nicely with it: different, without being over-powerful.
 

To be fair, I do both.
My four part process:

1. Complain and grumble to hear constructive feedback. Sometimes it's just something I've missed after all.
2. Get to work "fixing" the problem. Sometimes this takes months.
3. Posting solution somewhere on the net where it mostly gets ignored. When someone does comment, it's usually to tell you you're crazy, the game is fine as is.
4. Patiently waiting for someone to complain about the same problem so you can excitedly point them to your "solution" post! This is what makes it all wroth it imo. :D
 

Why does any of that matter to your table? What difference does market share make?
Because I'm another of those who have found that Sturgeon's estimate that "90% of everything is crap" is a VAST overesimate of how much quality material is produced.

As for why the SRD, I answered that already.
 

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