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General Tabletop Discussion
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The "expectation" of house rules
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<blockquote data-quote="Dog Moon" data-source="post: 2570841" data-attributes="member: 23023"><p>House rules are just something groups tend to use to fix things they dislike. I remember when 3e first came out. We had no house rules whatsoever. We went by the book on everything. House rules appeared because of something happening of which the group dislikes.</p><p></p><p>Example: A house rule in my group is that Find the Path doesn't exist. Sure it may be fine in other groups, but the one occurrance it was used when we were traveling through the Return to the Tome of Horrors. Find the Path got us to the end super freakin' easy. From then on, though we could have modified it or w/e, we didn't. We just made a house rule that the spell didn't exist. I assume similar things occur in other groups.</p><p></p><p>I do expect more house rules from a home brewn campaign as well, though the house rules should probably help define the world and make it more interesting. Greyhawk may not need houserules, but a campaign based in a post-apocalyptic world in which the vast majority of the pantheon was destroyed should probably have houserules to further show this as being true. Divine magic may be harder to come by now, or weaker, for example.</p><p></p><p>As for FireLance's question, I'd take a game where maybe 90-95% of the rules are exact and never change. If you start making too many houserules, that means too much to know and too many begins to mess with the structure of the game. If you took Monopoly and for fun made a variant Choice and Community Chest deck of cards, that could be fun. If you changed the rules so that after 1d6 turns Cthulhu appears on a random square and begins chasing you around and every 1d3 turns a random are is destroyed, so it cannot be purchased or even landed on, then you've changed the fundamentals of the game and made it not worth playing.</p><p></p><p>From what I've seen, house rules tend to help in make a few things easier and makes things more interesting, so I'd go along with them unless I have to read a 100 page book of house rules [or some other exorbitant amount of rules].</p></blockquote><p></p>
[QUOTE="Dog Moon, post: 2570841, member: 23023"] House rules are just something groups tend to use to fix things they dislike. I remember when 3e first came out. We had no house rules whatsoever. We went by the book on everything. House rules appeared because of something happening of which the group dislikes. Example: A house rule in my group is that Find the Path doesn't exist. Sure it may be fine in other groups, but the one occurrance it was used when we were traveling through the Return to the Tome of Horrors. Find the Path got us to the end super freakin' easy. From then on, though we could have modified it or w/e, we didn't. We just made a house rule that the spell didn't exist. I assume similar things occur in other groups. I do expect more house rules from a home brewn campaign as well, though the house rules should probably help define the world and make it more interesting. Greyhawk may not need houserules, but a campaign based in a post-apocalyptic world in which the vast majority of the pantheon was destroyed should probably have houserules to further show this as being true. Divine magic may be harder to come by now, or weaker, for example. As for FireLance's question, I'd take a game where maybe 90-95% of the rules are exact and never change. If you start making too many houserules, that means too much to know and too many begins to mess with the structure of the game. If you took Monopoly and for fun made a variant Choice and Community Chest deck of cards, that could be fun. If you changed the rules so that after 1d6 turns Cthulhu appears on a random square and begins chasing you around and every 1d3 turns a random are is destroyed, so it cannot be purchased or even landed on, then you've changed the fundamentals of the game and made it not worth playing. From what I've seen, house rules tend to help in make a few things easier and makes things more interesting, so I'd go along with them unless I have to read a 100 page book of house rules [or some other exorbitant amount of rules]. [/QUOTE]
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