Deadguy
First Post
I wanted to pick up on something Jeff Wilder said:
These sorts of misruling are the most troublesome House Rules in my experience. When the DM deviates from core rules because he can't be bothered to spend the time understanding the rules as written and so patches up this apparent hole with something else. In my epxerience this patch tends to grow and grow, as the ramifications of the DM's kludge become apparent in play (I can think of an example in an Earthdawn game I play in where the Ref's failure to read and understand a certain section of the rules has spawned effectively scores of individual side rulings).
Now, of course DMs are free to alter rules to suit the tenor of the campaign and their own design aesthetic. But when changing rules you must take the time to understand the rule as written first, and see what its ramifications are.
More generally, House Rules are too many when even the DM fails to remember them! Perhaps also when the consequences of the change are such that the DM never actually gets around to dealing with all those consequences, rewriting original material to suit the rules change.
wilder_jw said:(2) House rules that the DM doesn't realize are house rules; he or she is just screwing up a perfectly fine rule. Don't get me wrong ... if a DM chooses to change a rule, I'll evaluate it fairly, whether I like the rule or not. Similarly, I'm not talking about off-the-cuff decisions made to simply keep the game moving, which, as a DM, I completely understand are necessary (and even desireable). But if the DM is consistently making changes without even understanding the actual rules, it makes my skin crawl, and I'm out of there.
These sorts of misruling are the most troublesome House Rules in my experience. When the DM deviates from core rules because he can't be bothered to spend the time understanding the rules as written and so patches up this apparent hole with something else. In my epxerience this patch tends to grow and grow, as the ramifications of the DM's kludge become apparent in play (I can think of an example in an Earthdawn game I play in where the Ref's failure to read and understand a certain section of the rules has spawned effectively scores of individual side rulings).
Now, of course DMs are free to alter rules to suit the tenor of the campaign and their own design aesthetic. But when changing rules you must take the time to understand the rule as written first, and see what its ramifications are.
More generally, House Rules are too many when even the DM fails to remember them! Perhaps also when the consequences of the change are such that the DM never actually gets around to dealing with all those consequences, rewriting original material to suit the rules change.