Faolyn
(she/her)
Nah. I was being silly there.Honest question, so in good faith here, did you think I meant the use of the word "house" literally?
Nah. I was being silly there.Honest question, so in good faith here, did you think I meant the use of the word "house" literally?
Haha! I thought so.Nah. I was being silly there.
Sometimes it won't. It depends on the specific problem area. Its most useful when its addressing a special case that applies to a character concept one has, where if there's another way to get there, that's the thing to do.
This isn't a great solution to that one, but its a functional one: get an Invisibility item so you don't have to deal with it. It sidesteps the whole stealth system. (Note, again, this is for cases when someone isn't going to have the option of just declaring a houserule, such as the case where its a player who thinks the extent stealth rules are just dandy).
See above. I'm talking cases where its "Put up with it, leave, or find a workaround". The invisibility example is far from ideal but it still might be better than dealing with it or leaving.
On the other hand I've seen GMs get an idea of a houserule that seemed good on paper, but created serious problems in play because they didn't see all the implications and interactions. They may be somewhat less likely to be tunnel-visioned to their own fun (note, however, the "may") but they don't necessarily understand rules interactions better than a player who's really into rules.
Being invisible
A) Isn't a reasonable solution for an entire party, especially at lower levels.
C) In no way addresses the issues I have with the new rules. I don't want it to be the same difficulty to sneak past a drunken sailor as an alert enemy with slight high perception.
So I don't see this as a worthwhile answer. On the other hand, I've had minor tweaks for every version of D&D so I also don't see what the issue is. I think the ease of making small (or even large) changes is a strength of 5e.
Which is why a DM needs to listen to feedback and be willing to change when things don't work. It's not a reason to not try, even if there may be others depending on the group.
And I've explained it to you more than once: that's how it works in trad games. The GM does not have to abide by player demands for houserules (though they should listen to their players and work with to find a compromise). That's just how it is. You think you wouldn't have to talk to your GM about any "workarounds" you want as a player? I'm still not even sure what you mean by that. Can you provide a concrete example?Come on, man, I've explained that multiple times: because players don't get to just declare houserules. Heck, under a few situations, even GMs may not get to.
Hence, the discussion. If the houserule isn't working, you talk and work out a better one.On the other hand I've seen GMs get an idea of a houserule that seemed good on paper, but created serious problems in play because they didn't see all the implications and interactions. They may be somewhat less likely to be tunnel-visioned to their own fun (note, however, the "may") but they don't necessarily understand rules interactions better than a player who's really into rules.
And I've explained it to you more than once: that's how it works in trad games.
Hence, the discussion. If the houserule isn't working, you talk and work out a better one.