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What makes us House Rule?
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<blockquote data-quote="delericho" data-source="post: 5054517" data-attributes="member: 22424"><p>Ah, but...</p><p></p><p>1) Is Monopoly not many times more popular than Risk?</p><p></p><p>2) How many people actually read the rules for Monopoly? How many just have them explained to them as "here's how we play", and so unconsciously absorb whatever the local house rules are, not realising that they're not playing by RAW?</p><p></p><p>3) Doesn't Risk have a much more in-built 'competitive' edge (where Monopoly is a more 'social' game)? That being the case, does the game not <em>require</em> a much more strict adherence to a set of solid and consistent rules across places and locations for tournament play?</p><p></p><p>4) Don't the vast majority of Monopoly house rules make the game worse?</p><p></p><p></p><p></p><p>No. Pre-3e versions of D&D were a lot more open to house ruling. In the case of 3e, the tightly-integrated ruleset makes house ruling harder - change one thing and there is likely to be a cascade of other changes elsewhere. In the case of 4e, the sheer utility of the DDI (which cannot, and likely will never be able to be, house-ruled) strongly discourages big changes.</p><p></p><p>Also, it is considerably easier to house rule a system you are very familiar with than one you play only occasionally (or, at least, to do it well).</p><p></p><p></p><p></p><p>Of late, I have concluded that any benefits that are gained by the use of House Rules are generally undone by the complexity of ensuring the players are all familiar with them. Even very simple house rules can cause problems in this regard. (And, actually, the same thing is true of rules from supplements - which are pretty much just 'official' house rules anyway.)</p><p></p><p>As a result of this, my inclination is now to restrict my house rules to no more than a handful of very simple and easily-understood rules (such as "ignore favoured classes"). The current house rule document for my Eberron campaign stands at six pages, but that is mostly filled with examples. Even so, I have found that it has caused a couple of problems; in hindsight, I would have been better just going with RAW, I think.</p><p></p><p></p><p></p><p>Well, I <em>am</em> smarter and understand the game better than the designers... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="delericho, post: 5054517, member: 22424"] Ah, but... 1) Is Monopoly not many times more popular than Risk? 2) How many people actually read the rules for Monopoly? How many just have them explained to them as "here's how we play", and so unconsciously absorb whatever the local house rules are, not realising that they're not playing by RAW? 3) Doesn't Risk have a much more in-built 'competitive' edge (where Monopoly is a more 'social' game)? That being the case, does the game not [i]require[/i] a much more strict adherence to a set of solid and consistent rules across places and locations for tournament play? 4) Don't the vast majority of Monopoly house rules make the game worse? No. Pre-3e versions of D&D were a lot more open to house ruling. In the case of 3e, the tightly-integrated ruleset makes house ruling harder - change one thing and there is likely to be a cascade of other changes elsewhere. In the case of 4e, the sheer utility of the DDI (which cannot, and likely will never be able to be, house-ruled) strongly discourages big changes. Also, it is considerably easier to house rule a system you are very familiar with than one you play only occasionally (or, at least, to do it well). Of late, I have concluded that any benefits that are gained by the use of House Rules are generally undone by the complexity of ensuring the players are all familiar with them. Even very simple house rules can cause problems in this regard. (And, actually, the same thing is true of rules from supplements - which are pretty much just 'official' house rules anyway.) As a result of this, my inclination is now to restrict my house rules to no more than a handful of very simple and easily-understood rules (such as "ignore favoured classes"). The current house rule document for my Eberron campaign stands at six pages, but that is mostly filled with examples. Even so, I have found that it has caused a couple of problems; in hindsight, I would have been better just going with RAW, I think. Well, I [i]am[/i] smarter and understand the game better than the designers... :) [/QUOTE]
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