Tons of reasons. here are a few:
- Humility: Just because I think it's a bad rule, doesn't mean it actually is. When I change a "bad" rule I am saying "I am a better game designer than this guy who has is lead designer for a major RPG system and has decades of experience". That's a pretty strong statement and so I often think "well, this isn't great, but if Rob Heinsoo can't think of anything better, I guess I'll go with it".
Note in the example I responded to, the GM (and presumably the players) all acknowledged it was dumb. In fact, in a later post the poster gave an example of having a gentleman's agreement to not engage with a similar thing. So this isn't a case of a marginal rule; this is a case of someone with a group that actively agrees the rule is bad. If they're still tolerating it for the reason you say at that point they've fallen into the trap of accepting authority over everything else, and that's not a good look.
- Tooling: If I'm using a VTT or char gen app (hello 4E!) it will often be very hard or impossible to modify.
I'll give a pass on character gen problems under those circumstances, though if there's many of them, at some point that's a good reason to stop using said app. A character gen program that premits no modificiation of its output is poorly designed.
- Embeddedness: Some rules are just too embedded in the system to be changeable. Fixing them means fundamental changes to the system.
At some point, if you seriously think the rule is bad enough, that's even more reason to change it, not less. If you seriously aren't up to changing the rule and its that bad and that pervasive,
why are you still using that system?
- Consistency: My players play in multiple games and in Living Campaigns. Dealing with different rules for different GMs is a pain for them. If I'm running a Pathfinder module, it is generally a terrible idea to turn up with a set of rules you are going to ignore / change / add.
Afraid this one I just flat out don't buy. People have always played with multiple GMs using a same game; that never stopped anyone from doing house rules before, don't see why it should now.
- Fun: Stopping a game to work out a better rule is not fun to me and my group. Or most groups I've been in. So even if we decided we really needed to change a rule, we will always accept it and move on at least temporarily.
Never said it had to be done on the fly, but again, in the original context this was apparently a known issue that was just being tolerated. "We'll fix this later, but for now let's move on" is a different thing from "Its bad, but what are you gonna do?"
To change a rule you therefore need -- at a minimum:
- To be confident you are better at designing this part of the game than the original designer
And if you genuinely think a rule is bad, you should be. Otherwise its either not that bad or you think its conceptually intractable.
- This rule not to be part of your game tools or applications
More accurately, its part of it in a place that can't be worked around. I use plenty of game tools. I still haven't lost the ability to roll a die if needed or have a player do so.
- It's not a fundamental part of the system
Again, if its that bad a rule, and a fundamental part of the system, why are you using that system?
- You and you are players are not playing the same system with other people
Not even close to a good enough reason (if, again, the rule is that bad).
- You are doing this between sessions
Generally granted. But if its a one-off issue, its usually not that big a deal in the first place.
Rules-heavy games are more likely to have digital support and apps that make tweaking hard and the quadratic number of interactions between rules means that if you change one rule, you need to consider all the interactions that it will allow, so you are doomed if it's a central rule, and even if it's not there is a great chance you overlooked that combination of rules that means your "fix to a bad rule" has led to a worse rule. If you are playing a popular game like D&D unless you are a cloistered group of gamers, it's almost certainly better to stick with the bad rule than require players to have a folder of "Graham's Tweaks", "Thomas's Tweaks" etc and then get continually irritated trying to remember which tweak is for which game master.
I simply disagree this latter is true. Again, I've seen groups playing multiple incarnations of the same system many times over the years with different houserules and yet somehow they got by.
Rules interactions problems has some legitimacy, but I have to question if you're someone is so averse to trusting their understanding here if they really understand the rules they're using in the first place.
Which is probably why another thread I am reading says that rule tweaks and home brewing is a red flag for the majority of people when they read campaign descriptions!
This must be a D&D-sphere thing. While there's obviously some diminishing returns when house rules get too extensive, I've never seen people balk just because someone is using houserules in a game anywhere else. And frankly, even in D&D it was more the rule than the exception for a good part of the hobby (one of the things that always makes it amusing talking to people about AD&D1 is the number of people who think they played by the book when they'd simply forgotten how many house rules they used...)