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<blockquote data-quote="Campbell" data-source="post: 1937873" data-attributes="member: 16586"><p>Honestly, I don't believe that faulty house rules are entirely a result of inexperience with using the rules as written. Rather I would argue that faulty house rules are generally a result of DMs who either lose sight of their design goals or do not make an attempt to deal with the repercussions that design elements might have across the board. While I have a great amount of respect for people that manage to arrive at a mastery of the rules as written, some individuals with incredible rules mastery still develope house rules that would have a horrendous impact on my game as rules mastery does not always equate to an understanding of design. I have also seen some great design from individuals who might not have a complete understanding of all elements of D&D 3.x, but who do have an intuitive grasp of the meta issues involved with game design, and who engage in solid playtesting. Additionally, most faulty rules elements that I have seen tend to lack a certain sense of focus, such as the epic spellcasting rules or the diety writeups in Dieties and Demigods.</p><p> </p><p> In general, espicially when considering rules elements put up for feedback on the House Rules forums, I feel that a good number of people treat rules elements like they exist in a vaccuum, rather then designing them to meet the assumptions of the games they are running. Nominally, the intertwined nature of the rules system is why I do not post within the House Rules forum too often since the standard assumptions for D&D 3.x do not gel with the way that I run my 'd20 Fantasy' game. The changes that I would propose would seem incredibly out of whack to a number of people, generally due to the nature of the games that they run. I do believe that house rules can only ruin a game when a DM considers his house rules as immutable constructs, or doesn't take all of his target audience into consideration. While ideally, those of which wish to house rule in order to arrive at the sort of game we would prefer would get it right at first go, playtesting is the only way to determine what works and what doesn't for the types of games that we play. </p><p> </p><p> Wow. I'll come back and reorganize my thoughts later on.</p></blockquote><p></p>
[QUOTE="Campbell, post: 1937873, member: 16586"] Honestly, I don't believe that faulty house rules are entirely a result of inexperience with using the rules as written. Rather I would argue that faulty house rules are generally a result of DMs who either lose sight of their design goals or do not make an attempt to deal with the repercussions that design elements might have across the board. While I have a great amount of respect for people that manage to arrive at a mastery of the rules as written, some individuals with incredible rules mastery still develope house rules that would have a horrendous impact on my game as rules mastery does not always equate to an understanding of design. I have also seen some great design from individuals who might not have a complete understanding of all elements of D&D 3.x, but who do have an intuitive grasp of the meta issues involved with game design, and who engage in solid playtesting. Additionally, most faulty rules elements that I have seen tend to lack a certain sense of focus, such as the epic spellcasting rules or the diety writeups in Dieties and Demigods. In general, espicially when considering rules elements put up for feedback on the House Rules forums, I feel that a good number of people treat rules elements like they exist in a vaccuum, rather then designing them to meet the assumptions of the games they are running. Nominally, the intertwined nature of the rules system is why I do not post within the House Rules forum too often since the standard assumptions for D&D 3.x do not gel with the way that I run my 'd20 Fantasy' game. The changes that I would propose would seem incredibly out of whack to a number of people, generally due to the nature of the games that they run. I do believe that house rules can only ruin a game when a DM considers his house rules as immutable constructs, or doesn't take all of his target audience into consideration. While ideally, those of which wish to house rule in order to arrive at the sort of game we would prefer would get it right at first go, playtesting is the only way to determine what works and what doesn't for the types of games that we play. Wow. I'll come back and reorganize my thoughts later on. [/QUOTE]
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