Snoweel
First Post
"The rules should serve the game, not vice-versa."
I've always held to this mantra, made famous here in the .sig of one of our more illustrious members.
And it has been the source of my greatest frustration with the 3e/3.5e ruleset, and the lack of options it provided (though recently repaired somewhat with the brilliant Unearthed Arcana).
So of course my homebrew has an immense collection of houserules and modifications to races, classes and the CR system, such that I've become an expert (in my opinion) at 'tweaking'.
So much so that I'm confident in my ability to invent any rule, spell, feat, class or race that my campaign might need. I no longer need to buy new gaming books (though I do, if only for ideas and artwork).
The downside of this is that my homebrew is 'up on blocks' - it is in a transient stage of world design where I am bogged down by sheer weight of options - right down to the level of cosmology/religion/magic (three factors that are intrinsically linked, at least IMO).
But I think I've found a fix.
I've always believed that borders (restrictions) allowed me to be more creative, rather than less, as they cause my effort to be directed, as opposed to going around in circles (which I had caught myself doing).
And this is why I've decided to go back to the core rules and see if I can't use the assumptions implied therein to direct my creative energies in a particular direction - to make 'the game serve the rules', as it were.
And I feel good. For the moment.
Whaddaya reckon?
Anyone else experienced this epiphany?
Am I likely to end up frustrated with my inability to fit my vision with that described by the game's designers?
I've always held to this mantra, made famous here in the .sig of one of our more illustrious members.
And it has been the source of my greatest frustration with the 3e/3.5e ruleset, and the lack of options it provided (though recently repaired somewhat with the brilliant Unearthed Arcana).
So of course my homebrew has an immense collection of houserules and modifications to races, classes and the CR system, such that I've become an expert (in my opinion) at 'tweaking'.
So much so that I'm confident in my ability to invent any rule, spell, feat, class or race that my campaign might need. I no longer need to buy new gaming books (though I do, if only for ideas and artwork).
The downside of this is that my homebrew is 'up on blocks' - it is in a transient stage of world design where I am bogged down by sheer weight of options - right down to the level of cosmology/religion/magic (three factors that are intrinsically linked, at least IMO).
But I think I've found a fix.
I've always believed that borders (restrictions) allowed me to be more creative, rather than less, as they cause my effort to be directed, as opposed to going around in circles (which I had caught myself doing).
And this is why I've decided to go back to the core rules and see if I can't use the assumptions implied therein to direct my creative energies in a particular direction - to make 'the game serve the rules', as it were.
And I feel good. For the moment.
Whaddaya reckon?
Anyone else experienced this epiphany?
Am I likely to end up frustrated with my inability to fit my vision with that described by the game's designers?
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