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<blockquote data-quote="Wik" data-source="post: 5458660" data-attributes="member: 40177"><p>An important one - discuss the house rule with your players! Sometimes, just talking with your group will let you figure out whether it's worth the effort of introducing the rule.</p><p></p><p>Two examples: </p><p></p><p>1) When we first got 4e D&D, I read through the books, and made a few house rules before we ever started playing. The first was "Shuriken are called throwing knives. Anyone who calls them shuriken gets punched in the face". My group agreed. The second was "Sun rods only illuminate 10 squares, instead of 20". </p><p></p><p>The group discussed it. I mentioned how this could limit ranged attacks, especially for rangers in some encounters. But I told them I really hated the idea of a sun rod effectively illuminating 200 feet in diameter, and yet not being so bright at the core as to burn out your eyeballs. And they fully agreed. So we nerfed the sun rod. </p><p></p><p>Never had a problem with it... of course, it was a minor change (we made a few tweaks later on, after we had played for a bit, that were a touch more drastic).</p><p></p><p>2) If your group has a problem with a rather large aspect of the rules, discuss ways you can change it. Make that re-writing a GROUP effort, rather than just a GM's tinkering, and it will probably work better in the long run. After all, the group will have more input in the rule, and it will benefit from the scrutiny of a group as opposed to one sleep-addled GM. </p><p></p><p>With us, this meant taking the damage system in Savage Worlds and swapping it out with something a bit closer to the damage system in D&D. If my group ever decides to put work towards making that system, we'd probably wind up playing that system over any other.</p></blockquote><p></p>
[QUOTE="Wik, post: 5458660, member: 40177"] An important one - discuss the house rule with your players! Sometimes, just talking with your group will let you figure out whether it's worth the effort of introducing the rule. Two examples: 1) When we first got 4e D&D, I read through the books, and made a few house rules before we ever started playing. The first was "Shuriken are called throwing knives. Anyone who calls them shuriken gets punched in the face". My group agreed. The second was "Sun rods only illuminate 10 squares, instead of 20". The group discussed it. I mentioned how this could limit ranged attacks, especially for rangers in some encounters. But I told them I really hated the idea of a sun rod effectively illuminating 200 feet in diameter, and yet not being so bright at the core as to burn out your eyeballs. And they fully agreed. So we nerfed the sun rod. Never had a problem with it... of course, it was a minor change (we made a few tweaks later on, after we had played for a bit, that were a touch more drastic). 2) If your group has a problem with a rather large aspect of the rules, discuss ways you can change it. Make that re-writing a GROUP effort, rather than just a GM's tinkering, and it will probably work better in the long run. After all, the group will have more input in the rule, and it will benefit from the scrutiny of a group as opposed to one sleep-addled GM. With us, this meant taking the damage system in Savage Worlds and swapping it out with something a bit closer to the damage system in D&D. If my group ever decides to put work towards making that system, we'd probably wind up playing that system over any other. [/QUOTE]
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