The "expectation" of house rules

The rule base is just too vast to not have some house rule and I'm talking just DMG, PHB and MM, never mind complete whatever and races of whatever etc..

That being said my current house rules are as follows...

When you roll a hit die it must be at least 30% of it's maximum so for d4 and d6 1s count as 2s
for d8 and d10 1s and 2s count as 3s and for d12 1s 2s and 3s count as 4s

Should damage take you from above -1 to below -10 you are not dead, you will die in one round's time with no benefit of a stabilization roll (so you need an ally to tend to you)

I had toyed with the idea of Dodge being a universal +1 instead of one opponent but now it's assumed you are dodging the person you last attacked unless you specifiy otherwise.

There's more I'd probably try/use but these serve us very well with the rest of the rules as written
 

log in or register to remove this ad

diaglo said:
even Monopoly has house rules. they even print some of them inside for use that are fairly common.
I was going to comment on that. I have never played Monopoly with different groups of people using exactly the same rules.


glass.
 

ThirdWizard said:
'Tis not a House Rule, friend.

And, I have no problem with changing/adding House Rules outside of sessions, so long as they are well thought out and don't overly adversely affect a PC. I just like to know about them up front.

Correct. I include it because the number of players I have encountered who assume that a nat 1 is a fumble and expect fumble charts.
 

Quasqueton said:
ARandomGod said:
However in a game like 3.X, if someone were to claim to play pure Rules As Written I'd walk all over the GM.

If a GM ever claimed to follow the rules straight up, I'd feel obligated to use those rules straight to my advantage.

As such someone without the imagination to alter/change the landscape occasionally doesn't (in my opinion) have the imagination to PLAY the game, much less run it.
Wow. What a . . . bad person.

Quasqueton
Heh, I'd consider it a challenge :]. Seriously though, you can get some pretty abusive combos even using WotC-only material. PHB-only for players is harder to abuse, but even then I don't think we will get far before the game breaks down due to a difference in interpretation.

EDIT: Case in point - last weekend, I had a guest player that played a trip-focused character and tried to argue that he could use the use the AOO provoked by an opponent that tried to stand up from prone to trip him again. I ruled that the AOO took place while the opponent was still prone, so that the opponent could stand up from prone as a move action and then take a standard action after the AOO was resolved (as per the FAQ, not that it's considered authoritative by some people :p).
 
Last edited:

A Couple of Question About Houserules.

1. Is it really necessary. Is there a bonafide problem with a rule that needs to be adressed?

2. Is the houserule restricted to the PCs?
 

Heh, this thread got me thinking and I reviewed my House Rules Thread for my current campaign. I realize that I have more than a few house rules. But, that being said, my house rules have less to do with actual rules changes (although there are a few of those) and more to do with creating protocols for handling repetitious actions like combat. My "shot clock" rule I suppose comes under that heading. If a player cannot begin his action within 40 seconds of his name being called in rotation, he loses the round. Believe it or not, it does happen from time to time. It does get people's attention though when someone gets skipped over in combat because they dither too long. :)
 

Well, I figure I started this mess, I might as well comment.

1) Yes, I'm aware that that monopoly has house rules and that free parking is one. However, I was not aware that it was a house rule for the longest time and might not have used it if I had known. As for other games, yes, there are some variations, I try to play the "correct" rules. With card games, this is normally impossible, I just use the ones I like the most.

2) Yes, house rules are fairly common, but I've seen the most common reason for this is a communal telling of the rules not because of a choice to make house rules. People learned how to play D&D from someone else who learned it from someone else who had house rules that he didn't know were house rules. So, due to this, everyone at the table thinks they are playing by the rules without any changes at all.

Most commonly, I've seen: critical misses on a 1, natural 20s succeeding on skill checks (and 1s failing) and natural 20s not making saves.

I've also seen (once again, without anyone knowing they were house rules): Rogues can only make 1 sneak attack per round, hitting cover in 3rd edition, spontaneous casting of all spells for clerics, various spells played their 3.0 way rather than the 3.5 way.

3) D&D grew out of a desire to role play the lives of individual characters on a battlefield in a fantasy war game. It progressed from full war game to small skirmish game to wondering what the character's did the rest of the time when they weren't on the battlefield.

The first couple of rules systems were designed around battle and had very few other rules. The rest of the rules were supposed to be invented by the DM. Nearly every rule was a house rule.

I think this is where most of the idea that expecting a house rule comes from. When I joined my first group of people and learned to play D&D, it was under a mix of 1st Ed and 2nd Ed rules plus some house rules. They were the only group I played with, but we played often. I started my own group with some new people and some people from my old group. I taught all of them to play the rules that I mistakenly thought were the 2nd edition rules. It wasn't until later when I really sat down and read the rules that I found out how many house rules we were actually using without knowing it.

It made me realize that although I was playing D&D, I wasn't playing the same game as the people out there on the internet. I switched my game over to the 2nd Ed rules without almost any changes at all in order to make sure I was playing the right game. Then I found out that there were major holes in the rules that prevented them from being used as written. It frustrated me that I had to continually come up with new rules when I figured that was the game designers job.

3rd Ed came out and changed all of that, we played using the rules exactly as written as a test before we changed anything. We found we didn't need to change anything and the couple people who tried created more problems than they solved.

I now run a weekly game of 3.5 D&D with nearly no house rules at all. I played (until very recently) in 2 more.

4) In case anyone cares, since my list of house rules is short enough, I'll list it here:
No Frenzied Berzerkers
No one can take divine metamagic(persistant spell)
The Blur spell does not allow you to hide
Close Quarter's Fighting allows you to take the AOO even if you don't threaten your enemy

The rest of my rules are campaign rules, or table rules, which don't apply to the rules, just on what choices are available based on the campaign setting I'm running. The above 2 changes are done no matter what campaign setting I'm using based on FB being too powerful and disruptive and same with DM(persistant). I will continue to patch "holes" that allow you to make overly powerful characters.

5) When D&D was created, it was fairly closely tied directly to Greyhawk. The spells in the book were created by Greyhawk wizards, the assumptions in the DMG assumed Greyhawk, almost all the adventures took place in Greyhawk.

2nd Edition ushered in the age of "D&D is whatever you'd like it to be". The rules were vague on purpose, they wouldn't want to put anything into the book that might stop someone from using D&D in their homebrew world that was nothing like Greyhawk.

3rd Edition tried to focus the game more in the direction of 1st Ed. More focus on following the rules, with Greyhawk once again the default setting for the campaign with PrC directly from groups in Greyhawk in the core books, the wealth charts assuming a default of Greyhawk, the gods being Greyhawk gods, and still the ever present Greyhawk spells. It is much harder to modify the game away to other worlds, far away from the "baseline" than it was in 2nd Edition due to the way the system is built around these.

I find a lot of people are still trapped in a 2nd Edition mindset of "I must change the rules, they will never work as written". They as well have a 2nd Edition idea of "The rules can be changed easily to my homebrew world, and they are SUPPOSED to."

I think you really have to change your view for 3E. It is really a different sort of game than 2nd Ed. It has started to take on an identity of it's own as D&D as a campaign world rather than just a set of guidelines for making up your own. It IS possible, and I'm not saying it's wrong to modify the rules. It's just hard to do it effectively without a lot of work. A lot of people out there change 3 rules and then say "Don't worry, this won't affect anything" then the entire system falls apart. It really is a house of cards in that respect.
 

ARandomGod said:
As such someone without the imagination to alter/change the landscape occasionally doesn't (in my opinion) have the imagination to PLAY the game, much less run it.

Wow, I'm sorry I missed this on the first pass...

What a horrible wrongheaded assumption. Failing to make house rules in no way indicates the lack of imagination to do so. Confusing what a person chooses to do (or not) with what they are capable of doing is grossly unfair, dude.
 

Majoru Oakheart said:
People learned how to play D&D from someone else who learned it from someone else who had house rules that he didn't know were house rules. So, due to this, everyone at the table thinks they are playing by the rules without any changes at all.
Majoru, I respect that you enjoy a different kind of D&D game than I do, but the statement above is pure nonsense.

While there might have been shared mistaken interpretations of rules, most of the house-ruling went on as a part of a deliberate attempt to customize the game to suit different individual tastes.

While the end-result never suited everyone's taste, it wasn't done out of ignorance. That's just nonsensical. Did I mention that already?

When D&D was created, it was fairly closely tied directly to Greyhawk. The spells in the book were created by Greyhawk wizards, the assumptions in the DMG assumed Greyhawk, almost all the adventures took place in Greyhawk.
That's incorrect. When D&D was created, Greyhawk didn't exist. Greyhawk was just somebody's homebrew (albeit one of the games designers). It didn't wasn't published until years after the inital version of the D&D ruleset was available.

2nd Edition ushered in the age of "D&D is whatever you'd like it to be".
.
Again, that's just wrong.

I find a lot of people are still trapped in a 2nd Edition mindset of "I must change the rules, they will never work as written".
There might be a grain of truth in that, at least in my personal experience. However, you don't give enough credence to the idea that gamers often mess with a given ruleset just to customize the content. Customizing the experience --beyond the flavortext, at the level of the mechanics themselves-- entertains a lot of gamers. Just not you.

I think you really have to change your view for 3E.
Only if your goal is to produce a game that you'd personally enjoy...
 

Majoru Oakheart said:
A lot of people out there change 3 rules and then say "Don't worry, this won't affect anything" then the entire system falls apart.
For example?

In your experience what house rules have caused the entire system to fall apart?
 

Remove ads

Top