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General Tabletop Discussion
*TTRPGs General
The "expectation" of house rules
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<blockquote data-quote="DragonLancer" data-source="post: 2571314" data-attributes="member: 11868"><p>I can see the need for house rules and a need for players to be aware of them before they sit down to create their character. However, it gets silly when theres pages and pages of house rules.</p><p></p><p>My group has the following:</p><p></p><p>1. Skill checks. A natural 1 on the dice is always a failure.</p><p>2. Skill checks. A natural 20 on the dice is always a success except where the rules say otherwise (example being a non-rogue searching for traps).</p><p>3. Combat. There are no fumbles. A natural 1 is simpley a miss.</p><p>4. Combat. A roll to see if a critical occurs only if you crit a creature of a size larger than your character.</p><p></p><p>#1 & #2 came about because the players felt more comfortable with is, #2 especially. </p><p>#3 was implemented because the group realised that the better a combatant became the greater the odds that he could fumble which didn't make much sense to them.</p><p>#4 was made to keep combat flowing easier, and save on unnessecary dice rolls. Plus a couple of the players were often annoyed when their nat 20 failed to confirm a critical. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="DragonLancer, post: 2571314, member: 11868"] I can see the need for house rules and a need for players to be aware of them before they sit down to create their character. However, it gets silly when theres pages and pages of house rules. My group has the following: 1. Skill checks. A natural 1 on the dice is always a failure. 2. Skill checks. A natural 20 on the dice is always a success except where the rules say otherwise (example being a non-rogue searching for traps). 3. Combat. There are no fumbles. A natural 1 is simpley a miss. 4. Combat. A roll to see if a critical occurs only if you crit a creature of a size larger than your character. #1 & #2 came about because the players felt more comfortable with is, #2 especially. #3 was implemented because the group realised that the better a combatant became the greater the odds that he could fumble which didn't make much sense to them. #4 was made to keep combat flowing easier, and save on unnessecary dice rolls. Plus a couple of the players were often annoyed when their nat 20 failed to confirm a critical. :p [/QUOTE]
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The "expectation" of house rules
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