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With the Holy Trinity out, let's take stock of 5E
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<blockquote data-quote="Mercurius" data-source="post: 6464937" data-attributes="member: 59082"><p>I don't really see that as a house rule, more of a house <em>ruling - </em>the idea being that the RAW are guidelines for the DM to employ in crafting play experience. In other words, a rule--house or official--is <em>structural, </em>whereas a ruling is more fluid and has to do with how you use the structure of the rules.</p><p></p><p></p><p></p><p>Agreed, but these aren't really house rules. Or rather, if they are, they are of a different variety. I think we could posit two general types of house rules - the first being new stuff as you describe, the second being actual structural changes. Perhaps we can call them <em>shallow </em>and <em>deep </em>house rules, with a spectrum in-between.</p><p></p><p></p><p></p><p>Yes. And in that regard, it has incorporated many of the strengths of 4e - the internal, structural integrity of the system (as opposed to the "heapism" of 1E).</p><p></p><p> is</p><p></p><p>What I was calling "deep house rules" (OK, now it sounds like we're talking about music <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />). Stuff like critical hit systems, alternate healing, tactics, etc. I found that beyond surface things, making house rules in 4E often had hidden problems, or at least things to adjust. It is sort of like the game Pick Up Sticks - you move one stick and you're in danger of moving many others. I haven't dabbled much with 5E yet, it just seems like there's more wiggle room - perhaps largely because it is a simpler game.</p><p></p><p>This isn't a criticism of 4E, by the way. It is more a feature, a positive one I would say, of 5E. Part of the strength of 4E, in my mind, was how tightly it was designed. But it is more difficult to "hack" than other editions, in my opinion. Some of this is cultural - for instance, the reliance on Character Builder, which was such a useful tool that everyone (or most folks) used it and came to rely upon it. But it was also difficult (if not impossible) to work house rules in, new classes and such.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 6464937, member: 59082"] I don't really see that as a house rule, more of a house [I]ruling - [/I]the idea being that the RAW are guidelines for the DM to employ in crafting play experience. In other words, a rule--house or official--is [I]structural, [/I]whereas a ruling is more fluid and has to do with how you use the structure of the rules. Agreed, but these aren't really house rules. Or rather, if they are, they are of a different variety. I think we could posit two general types of house rules - the first being new stuff as you describe, the second being actual structural changes. Perhaps we can call them [I]shallow [/I]and [I]deep [/I]house rules, with a spectrum in-between. Yes. And in that regard, it has incorporated many of the strengths of 4e - the internal, structural integrity of the system (as opposed to the "heapism" of 1E). is What I was calling "deep house rules" (OK, now it sounds like we're talking about music ;)). Stuff like critical hit systems, alternate healing, tactics, etc. I found that beyond surface things, making house rules in 4E often had hidden problems, or at least things to adjust. It is sort of like the game Pick Up Sticks - you move one stick and you're in danger of moving many others. I haven't dabbled much with 5E yet, it just seems like there's more wiggle room - perhaps largely because it is a simpler game. This isn't a criticism of 4E, by the way. It is more a feature, a positive one I would say, of 5E. Part of the strength of 4E, in my mind, was how tightly it was designed. But it is more difficult to "hack" than other editions, in my opinion. Some of this is cultural - for instance, the reliance on Character Builder, which was such a useful tool that everyone (or most folks) used it and came to rely upon it. But it was also difficult (if not impossible) to work house rules in, new classes and such. [/QUOTE]
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With the Holy Trinity out, let's take stock of 5E
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