• 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.