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Uniting the Editions, Part 2 Up!
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<blockquote data-quote="Alzrius" data-source="post: 5812111" data-attributes="member: 8461"><p>I'm not saying that you cannot do such a thing, I just think that it's going the long way around to try and take a shortcut.</p><p></p><p>I want to also take a moment to clarify that I'm not against house rules per se; I just find that they tend to come up only when the rules have failed to deliver on something that somebody wants the game to do - it's that failure that I frown upon. (That and the fact that I have seen some ill-conceived house rules that ended up doing more harm than good.)</p><p></p><p>I recognize that it's somewhat inevitable that such instances will occur, since no game can possibly include rules for <em>everything</em> - I just think that if the people playing the game don't have unreasonable* expectations for what the game can offer them, and if some areas of differentation are so small that a fluff-text change can fix them, then you ideally wouldn't need a house rule at all.</p><p></p><p>Also, I make one distinction that I suspect most others don't - I don't consider removing existing material from the game rules to be a house rule (e.g. if you say that there are no sorcerers in your game, and disallow the class). Why do I not see that as a house rule? Because to me, a house rule has to constitute a deliberate <em>addition</em> of some sort of new rules (e.g. a mechanical effect); there has to be something new that's interacting with the rest of the game.</p><p></p><p>I don't expect that most people will agree with me on that, but as I said, it's a fine (and somewhat artificial) distinction.</p><p></p><p>*a loaded term if ever there was one, I know.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 5812111, member: 8461"] I'm not saying that you cannot do such a thing, I just think that it's going the long way around to try and take a shortcut. I want to also take a moment to clarify that I'm not against house rules per se; I just find that they tend to come up only when the rules have failed to deliver on something that somebody wants the game to do - it's that failure that I frown upon. (That and the fact that I have seen some ill-conceived house rules that ended up doing more harm than good.) I recognize that it's somewhat inevitable that such instances will occur, since no game can possibly include rules for [i]everything[/i] - I just think that if the people playing the game don't have unreasonable* expectations for what the game can offer them, and if some areas of differentation are so small that a fluff-text change can fix them, then you ideally wouldn't need a house rule at all. Also, I make one distinction that I suspect most others don't - I don't consider removing existing material from the game rules to be a house rule (e.g. if you say that there are no sorcerers in your game, and disallow the class). Why do I not see that as a house rule? Because to me, a house rule has to constitute a deliberate [i]addition[/i] of some sort of new rules (e.g. a mechanical effect); there has to be something new that's interacting with the rest of the game. I don't expect that most people will agree with me on that, but as I said, it's a fine (and somewhat artificial) distinction. *a loaded term if ever there was one, I know. [/QUOTE]
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