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The slippery slope of house rules. When are there too many?
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<blockquote data-quote="SableWyvern" data-source="post: 1841301" data-attributes="member: 1008"><p>I'm with Joshua Dyle on the question raised earlier about who knows what rules are best: the answer is clearly me and my group, when it's our game in question.</p><p></p><p>The number I use personally varies from system to system and campaign to campaign. ATM, I'm using just a couple in my Lone Wolf game.</p><p></p><p>For Conan, I've got seven in mind, all fairly minor. Three of those are designed to speed up or streamline play, two are designed to suit setting and style expectations, and two are designed to fix perceived problems with the RAW.</p><p></p><p>To the original question, any number of house rules is fine in my mind, as long as they are designed and implemented in a thoughtful rather than reckless fashion.</p></blockquote><p></p>
[QUOTE="SableWyvern, post: 1841301, member: 1008"] I'm with Joshua Dyle on the question raised earlier about who knows what rules are best: the answer is clearly me and my group, when it's our game in question. The number I use personally varies from system to system and campaign to campaign. ATM, I'm using just a couple in my Lone Wolf game. For Conan, I've got seven in mind, all fairly minor. Three of those are designed to speed up or streamline play, two are designed to suit setting and style expectations, and two are designed to fix perceived problems with the RAW. To the original question, any number of house rules is fine in my mind, as long as they are designed and implemented in a thoughtful rather than reckless fashion. [/QUOTE]
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The slippery slope of house rules. When are there too many?
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