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The rules should serve the game, not vice-versa
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<blockquote data-quote="Desdichado" data-source="post: 1533851" data-attributes="member: 2205"><p>We've been known to be fast and loose with minor rules. We allow a feat here and there even though a prereq might be missing, and we'll allow a cross class skill to count as a class skill from time to time, for example. NPCs are usually not statted out when I run; I just roll and add a modifier -- ability + rank + miscellaneous bonus all being just a total that I think is reasonable rather than something that is actually calculated. That's what I think of when I hear the rules should serve the game and not vice versa.</p><p></p><p>In terms of using some parameters to limit homebrewing, that's only natural. You can't have D&D style magic, and Sovereign Stone style magic and Elements of Magic style magic, and Wheel of Time style magic and Call of Cthulhu style magic, and Psionics, etc. all in one campaign, naturally, because it doesn't make any sense anymore. There have to be bounds.</p><p></p><p>I've kind of established an M.O. for a lower magic game that I can apply to any homebrew with a small amount of twists for setting specific details. I have, for instance, a list of standard classes that removes the magic-heavy D&D style classes and replaces many of them with alternate versions that are not so magic heavy (as an example, a ranger that doesn't cast spells, and an unarmed fighter that isn't so supernatural as the monk, etc.) In this case, again, I'm not letting the rules run the game, I'm specifically looking for alternate rules that facilitate the kind of game I like.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 1533851, member: 2205"] We've been known to be fast and loose with minor rules. We allow a feat here and there even though a prereq might be missing, and we'll allow a cross class skill to count as a class skill from time to time, for example. NPCs are usually not statted out when I run; I just roll and add a modifier -- ability + rank + miscellaneous bonus all being just a total that I think is reasonable rather than something that is actually calculated. That's what I think of when I hear the rules should serve the game and not vice versa. In terms of using some parameters to limit homebrewing, that's only natural. You can't have D&D style magic, and Sovereign Stone style magic and Elements of Magic style magic, and Wheel of Time style magic and Call of Cthulhu style magic, and Psionics, etc. all in one campaign, naturally, because it doesn't make any sense anymore. There have to be bounds. I've kind of established an M.O. for a lower magic game that I can apply to any homebrew with a small amount of twists for setting specific details. I have, for instance, a list of standard classes that removes the magic-heavy D&D style classes and replaces many of them with alternate versions that are not so magic heavy (as an example, a ranger that doesn't cast spells, and an unarmed fighter that isn't so supernatural as the monk, etc.) In this case, again, I'm not letting the rules run the game, I'm specifically looking for alternate rules that facilitate the kind of game I like. [/QUOTE]
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The rules should serve the game, not vice-versa
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