• sammytheman666@ttrpg.network
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    1 year ago

    If you got to look up rules and nobody cares or wants to, skip it. Its my advice. Use rules only if its necessary and soemwhat contributing to a fun experience.

    This is universal.

    • AcidOctopus@lemmy.ml
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      1 year ago

      This. Our entire campaign is home-brewed using the 5e ruleset, but the application of those rules is selective when it needs to be.

      For the most part, we’re following them, but if there’s a rule that results in a level of attention to detail that we simply don’t care to implement, or would have less fun trying to religiously adhere too, we just scrap it in favour of something a bit more light-touch and call it a house rule.

      Rules provide a great framework to base your game on, but the ultimate aim is to create an enjoyable experience and have fun, so bend them and break them when and where you need to for the benefit of all involved.

      • jjjalljs@ttrpg.network
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        1 year ago

        One risk with this is when you have a new player join your group. They might expect raw and be surprised by a whole kettle of home brew.

        I for one would be annoyed if I joined a group and found they were ignoring the rest rules. They may be having fun but I would have made different decisions if I’d known what they were actually playing.

        • sammytheman666@ttrpg.network
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          1 year ago

          Every change should be treated the same : you tell about them at character creation and you tell them during the game while allowing for their set of rules on the present session if you cannot think of them in advance. Homebrew, legal rules, anything should be the same. It’s not during a game that you tell the multiclass druid cleric that the steroid goodberries dont work in your game, as he’s trying to heal someone after a fight. This actually happened to me. Don’t fucking nerf the core of a character’s mechanics midgame.

          • Barbarian@sh.itjust.works
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            1 year ago

            Don’t fucking nerf the core of a character’s mechanics midgame

            Happened to me once. Built a monk specifically for cool grapple movement interactions because I hate the standard “I attack. You attack me back.” attritional gameplay that DnD normally has.

            Stunned a guy, used my 2nd attack as a grapple, started running up a wall, which both me and the grappled target will fall off at the end of the turn (but I have slow fall, he doesn’t). The GM says:

            “You’re running up the wall with the guy still grappled?”

            “Yes. Perfectly legal according to the rules”

            “You’re grappling an orc fighter”

            “Yes. And?”

            “He’s pretty heavy… Roll me a strength check”

            Cleared it up after the game, but come on man. I explained how my character would work in combat beforehand, don’t nerf me midgame.