As a tabletop RPG Game Master, Dungeon Master, or whatever else you want to call me, I spend a lot of time reading rules,
making rulings on rules and making house rules. Rules are an
important part of games. They have consequences on how the game feels
and what kinds of themes are expressed. Extremely relaxed healing
rules take away from a game built around survival. However, at the
end of the day, the rules in the books we buy are really just
guidelines. This is especially important for newer people who have never made a house rule before.
Rules are Tools
The rules we use are tools to allow us, as the Dungeon Master or Game
Master, to create the games we want. That means that we can change
them however we wish in pursuit of that vision. However, players
should be aware of rule changes we might make at the start. They
might not like our changes, they might have better alternatives, or
they will just need to know in order to make properly informed
decisions. You can express a surprising amount about your world through the rules you use.
This also means that not all rules have to hold in certain
situations, just like in typical fantasy/science fiction. In space
people can float around. Who's to say that a parallel dimension will
have fall damage or not grant everyone spider climb? The rules should be
appropriate to the situation. They should also allow your players to
have fun. The main goal is to run a game your players enjoy. In some
cases, it may be a very deadly game where characters spend weeks
recovering from combat. In others, it may be the kind of game where
your players go through armies before lunch, at which time they go on
a new epic adventure. Regardless of the vision you choose, the rules
you use should help further it and make it more enjoyable.
From Campaign to Campaign
There is nothing saying that each campaign has to have the same
rules. You can add new rules as you see fit in order to bring the
world you want to life. The most common modification I've seen so far
is that people change the duration of rests and methods of healing.
Having faster rests makes things more “heroic” and having longer
rests with more restrictive healing meaning that combat becomes
something to fear as well as to avoid. In political or horror based
games, this has a large impact on the game.
Most Common Changes (According to Me)
- Rest duration
- Potency of healing
- Spell lists
- Classes (added, removed, gutted, etc.)
- Extra bonuses (everyone gets bonus at character creation)
- Weapons (adding new gunpowder weapons, removing longswords and similar later era weapons, etc.)
So don't be afraid to add some rules, modify some rules or even
completely remove some rules. They should serve your game, make
sense, and be fun for your group.
Also, happy new year!
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