Dungeons & Dragons history is full of modifications, hacks, and house rules. We dig into the rules we use in our games and see what other games have rules we can comment on! All this and much more–this week on Advantage to Insight!
Why this topic:
Do house rules help your game or do they turn into another game entirely?
– How many hacks and house rules until it is no longer D&D?
– Is your game recognizable as D&D? Will an outsider be able to play?
– Are these house rules required or is it just easier?
– Rules inform play, experience
– 2+ years, 200,000+ people playtest
– why do them? More fun, more easy, or more lazy?
– ignore rules?
– milestone: theory v practice
– little “allowances” (potion as bonus action in a tight spot, spell being used a bit outside the rules due to creativity, Bard bongo drumming away rats)
– bard or cleric effects (if the DM calls the roll too quickly)
– Critical Role houserules
– Spell components/food/water
– investigations, skill proficiency = automatic clue
– fail forward (with consequences)
– Inspiration (advantage vs. re-roll)
– level by XP vs. milestone
– Help action
– Now part of the Misdirected Mark network
– Logo Design Contest on now until July 31, 2016
– Congratulations Misdirected Mark on the ENnie nomination for Best Podcast
GUMSHOE by Pelgrane Press
Hall of the Mountain King
Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License