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For example you might accidentally add a weapon that is way way better than all the existing weapons. The risk with creating homebrew rules is that you might unbalance the game. Homebrewing D&D is totally okay! But it might not be such a good idea for a first-time DM. If you plan to run combat different or the paladin doesn't work like the PHbB says it does then you need to spell out the differences. Now you don't need to be that elaborate but do spell out the difference you plan to make.Īlso note that for most campaign, new spells, new monsters, new items are expected and don't need to be spelled out beforehand. The stuff that effects the players I wrote into a supplement. For example I use Swords & Wizardry, a original D&D clone, as a foundation for my Majestic Wilderlands campaigns However I have created a lot of options and additions to reflect how my setting works. While is more than Ok to make modification to suit your vision it I courteous that you spell out the changes that will impact them as players. When you say you run x system, players will expect certain things because of that. The reason for this is so you get a feel how the system is supposed to be run which give you a better understanding of the game you want to run. For example the Phandelver adventure out of the starter set. With that being said there are a few piece of advice I give to somebody in your position.įor your first couple of session try to run something that is designed for first time referees. From what I seen the campaigns that go 100% "by the book" are a definite minority. Second in my experience the vast majority of role players kit bash their campaigns. We all do.įirst congrats to refereeing your first game. The more you understand what rules have been tried and what the intent behind rules are, the better positioned you are to make house rules and on-the-fly rulings.Īccept now that you’re going to make mistakes. Why should the fantasy world be any different?)
#HOMEBREW D&D CLASSES FULL#
The real world is messy and full of seeming contradictions. (Retcons are often less necessary than you might think. If, in retrospect, a rule change didn’t turn out well, change it again.
#HOMEBREW D&D CLASSES HOW TO#
If a rule needs to be changed or clarified after play begins, talk to the players and figure out how to make up for a change that invalidates their past choices or future plans. Players will make decisions and plans based on the rules. While the group ought to give the DM the benefit of the doubt when it comes to such things, the DM ought to also consider the input of the players.Īs much as possible, make sure players know about rule changes up-front. Never be afraid to overrule a rule at the table when the results don’t make sense.ĭiscuss rule omissions, changes, and overruling with the rest of the group. It is a good idea to give a rule a try before changing or discarding it. (You might still change it, but it will then be because you want a different rule, not because you misunderstood the rule.) Seek out people who like the rule and ask them why. Try to figure out why it made sense to those people. At least some of the playtesters thought it made sense. At least some of their co-workers thought it made sense. Remember that somebody thought it made sense. If a rule doesn’t seem to make sense, take a step back. When the “in game” justification and the “game design” reason seem less connected, it is often an attempt to keep the rules simple enough for tabletop play. Unfortunately, many games only give you the “in game” justification and leave you to puzzle out the “game design” reason yourself. The “in game” justification for a rule may be different from the “game design” reason.
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What really matters is the results of rules, not the names they use. In about 35 years of playing role-playing games, I have seldom witnessed anyone play 100% by-the-book.ĭon’t take the names of things too seriously.