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The more I read the rules...
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<blockquote data-quote="Ogrork the Mighty" data-source="post: 3121699" data-attributes="member: 19042"><p>In 2E I used to make up all sorts of house rules for things I didn't like about the game. It became a major chore to keep track of all the changes and communicate them to (new) players.</p><p></p><p>So in 3E, I made the conscious decision to modify as few rules as possible. I have a couple pages of house rules, but most of them aren't rules-specific but are more generic RP do's and don'ts. For the most part, I use the RAW. Modifications and interpretations come up when a rule doesn't address a particular issue. But I very rarely change an existing RAW simply b/c I don't agree with it.</p><p></p><p>One thing I've learned over the years is to simply roll with it. Everything doesn't need to be "realistic" (or what people <em>think</em> is realistic"). It's a fantasy RPG and there are many, many things that simply don't need logical explanations for. For example, whenever I used to create magical conditions (e.g., no teleporting into this room) I would look for rules to support it and if I couldn't find any, I'd use something else. I've learned over the years that it doesn't matter whether the rules cover something; just do it. If I want a room where every wall is magnetized, I don't go looking for rules that would allow me to do it (although I might look up relevant rules to figure out how the mechanics would/could/should work). Just do it. In the end, players won't care about the technicalities of the room. All they'll remember is the havoc the magnetic walls played on their characters.</p></blockquote><p></p>
[QUOTE="Ogrork the Mighty, post: 3121699, member: 19042"] In 2E I used to make up all sorts of house rules for things I didn't like about the game. It became a major chore to keep track of all the changes and communicate them to (new) players. So in 3E, I made the conscious decision to modify as few rules as possible. I have a couple pages of house rules, but most of them aren't rules-specific but are more generic RP do's and don'ts. For the most part, I use the RAW. Modifications and interpretations come up when a rule doesn't address a particular issue. But I very rarely change an existing RAW simply b/c I don't agree with it. One thing I've learned over the years is to simply roll with it. Everything doesn't need to be "realistic" (or what people [I]think[/I] is realistic"). It's a fantasy RPG and there are many, many things that simply don't need logical explanations for. For example, whenever I used to create magical conditions (e.g., no teleporting into this room) I would look for rules to support it and if I couldn't find any, I'd use something else. I've learned over the years that it doesn't matter whether the rules cover something; just do it. If I want a room where every wall is magnetized, I don't go looking for rules that would allow me to do it (although I might look up relevant rules to figure out how the mechanics would/could/should work). Just do it. In the end, players won't care about the technicalities of the room. All they'll remember is the havoc the magnetic walls played on their characters. [/QUOTE]
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