Alexander123
First Post
Alienating the players is definitely one of the most important reason why houseruling by inexperienced DMs can lead to a disaster.
Alienating the players is definitely one of the most important reason why houseruling by inexperienced DMs can lead to a disaster.
Not me! I advise all first-time DMs to run extensively homebrewed sandbox campaigns with built-from-scratch classes and their own custom magic system. If you're not willing to design your own game system from the ground up you have no business being a DM!In another thread I've seen some folks advise caution to newer game masters when creating alternative or home-brewed material. Lest they fall victim to poorly conceived mechanics.
Several games attempted to introduce Fumble mechanics. The fumbles were generally annoying, but not game-breaking until you hit outliers on the chart. Then a character (or 2) died (or worse). Games typically ended and/or had the rules yanked and session retconned at that point. Even with the retconn, player satisfaction dropped since some players had to live with their previous results and the more recently affected were given a pass.
Several games tried to introduce "better and more wild" wild magic and fell apart once all the original arcane casters died or were retired and no one was willing to play one any more.
Don't just drop new houserules on people without communication. That leads to BAD THINGS.
If she had played the game a little longer she would have seen how prevalent shifting is in the powers of some classes. However, let me state, 4e (IMO) is a very unforgiving system for house rules, meaning one little change can screw up everything. There are others systems which are easier to fiddle with, such as Mutants and Masterminds.
If she had played the game a little longer she would have seen how prevalent shifting is in the powers of some classes. However, let me state, 4e (IMO) is a very unforgiving system for house rules, meaning one little change can screw up everything.
Yeah, I think playtesting house rules is important, and not just playtesting them by yourself with mock encounters, but actually putting them in players' hands and seeing what they do with them.The "Oops TPK due to a bad rule" often means a designer who did not take time to playtest the system (And if people are helping with that, they are people that KNOW it is a playtest).