As a DM, how much freedom does one have to create new rules for use in game?

The name of the pictureThe name of the pictureThe name of the pictureClash Royale CLAN TAG#URR8PPP












19












$begingroup$


In order to add customization to my game, I'd like to add new rules that change certain traits or strengths from different races and classes. Is this allowed or not?










share|improve this question











$endgroup$







  • 16




    $begingroup$
    Are you an experienced DM?
    $endgroup$
    – NautArch
    Feb 7 at 17:52






  • 3




    $begingroup$
    Related on How has D&D's guidance to DMs on when to extrapolate from written rules and when to improvise changed over time? and a closed question on What is Rule Zero?
    $endgroup$
    – NautArch
    Feb 7 at 17:53







  • 4




    $begingroup$
    If you have particular questions about changing traits, then you may be able to ask here whether they are overpowered or underpowered from the original.
    $endgroup$
    – L0neGamer
    Feb 7 at 18:02






  • 5




    $begingroup$
    Define "allowed". Allowed by who?
    $endgroup$
    – WakiNadiVellir
    Feb 7 at 21:49






  • 7




    $begingroup$
    This comes up a lot in various forms, and my reaction is always "if you have to ask that question, then you probably shouldn't mess with the rules too much". In a game with friends, the DM can do absolutely anything they want. You may not be playing it "right" but as long as everyone is having fun then who cares? It is, however, really easy for inexperienced DMs to make game-breaking changes, and those can kill the fun for you and your players. @L0neGamer 's suggestion is great; folks here will happily talk your ears off about the potential impacts of any tweaks you're considering!
    $endgroup$
    – A C
    Feb 7 at 23:59















19












$begingroup$


In order to add customization to my game, I'd like to add new rules that change certain traits or strengths from different races and classes. Is this allowed or not?










share|improve this question











$endgroup$







  • 16




    $begingroup$
    Are you an experienced DM?
    $endgroup$
    – NautArch
    Feb 7 at 17:52






  • 3




    $begingroup$
    Related on How has D&D's guidance to DMs on when to extrapolate from written rules and when to improvise changed over time? and a closed question on What is Rule Zero?
    $endgroup$
    – NautArch
    Feb 7 at 17:53







  • 4




    $begingroup$
    If you have particular questions about changing traits, then you may be able to ask here whether they are overpowered or underpowered from the original.
    $endgroup$
    – L0neGamer
    Feb 7 at 18:02






  • 5




    $begingroup$
    Define "allowed". Allowed by who?
    $endgroup$
    – WakiNadiVellir
    Feb 7 at 21:49






  • 7




    $begingroup$
    This comes up a lot in various forms, and my reaction is always "if you have to ask that question, then you probably shouldn't mess with the rules too much". In a game with friends, the DM can do absolutely anything they want. You may not be playing it "right" but as long as everyone is having fun then who cares? It is, however, really easy for inexperienced DMs to make game-breaking changes, and those can kill the fun for you and your players. @L0neGamer 's suggestion is great; folks here will happily talk your ears off about the potential impacts of any tweaks you're considering!
    $endgroup$
    – A C
    Feb 7 at 23:59













19












19








19


1



$begingroup$


In order to add customization to my game, I'd like to add new rules that change certain traits or strengths from different races and classes. Is this allowed or not?










share|improve this question











$endgroup$




In order to add customization to my game, I'd like to add new rules that change certain traits or strengths from different races and classes. Is this allowed or not?







dnd-5e house-rules






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Feb 7 at 18:20









KorvinStarmast

80.4k19252434




80.4k19252434










asked Feb 7 at 17:48









CajishaTCajishaT

10213




10213







  • 16




    $begingroup$
    Are you an experienced DM?
    $endgroup$
    – NautArch
    Feb 7 at 17:52






  • 3




    $begingroup$
    Related on How has D&D's guidance to DMs on when to extrapolate from written rules and when to improvise changed over time? and a closed question on What is Rule Zero?
    $endgroup$
    – NautArch
    Feb 7 at 17:53







  • 4




    $begingroup$
    If you have particular questions about changing traits, then you may be able to ask here whether they are overpowered or underpowered from the original.
    $endgroup$
    – L0neGamer
    Feb 7 at 18:02






  • 5




    $begingroup$
    Define "allowed". Allowed by who?
    $endgroup$
    – WakiNadiVellir
    Feb 7 at 21:49






  • 7




    $begingroup$
    This comes up a lot in various forms, and my reaction is always "if you have to ask that question, then you probably shouldn't mess with the rules too much". In a game with friends, the DM can do absolutely anything they want. You may not be playing it "right" but as long as everyone is having fun then who cares? It is, however, really easy for inexperienced DMs to make game-breaking changes, and those can kill the fun for you and your players. @L0neGamer 's suggestion is great; folks here will happily talk your ears off about the potential impacts of any tweaks you're considering!
    $endgroup$
    – A C
    Feb 7 at 23:59












  • 16




    $begingroup$
    Are you an experienced DM?
    $endgroup$
    – NautArch
    Feb 7 at 17:52






  • 3




    $begingroup$
    Related on How has D&D's guidance to DMs on when to extrapolate from written rules and when to improvise changed over time? and a closed question on What is Rule Zero?
    $endgroup$
    – NautArch
    Feb 7 at 17:53







  • 4




    $begingroup$
    If you have particular questions about changing traits, then you may be able to ask here whether they are overpowered or underpowered from the original.
    $endgroup$
    – L0neGamer
    Feb 7 at 18:02






  • 5




    $begingroup$
    Define "allowed". Allowed by who?
    $endgroup$
    – WakiNadiVellir
    Feb 7 at 21:49






  • 7




    $begingroup$
    This comes up a lot in various forms, and my reaction is always "if you have to ask that question, then you probably shouldn't mess with the rules too much". In a game with friends, the DM can do absolutely anything they want. You may not be playing it "right" but as long as everyone is having fun then who cares? It is, however, really easy for inexperienced DMs to make game-breaking changes, and those can kill the fun for you and your players. @L0neGamer 's suggestion is great; folks here will happily talk your ears off about the potential impacts of any tweaks you're considering!
    $endgroup$
    – A C
    Feb 7 at 23:59







16




16




$begingroup$
Are you an experienced DM?
$endgroup$
– NautArch
Feb 7 at 17:52




$begingroup$
Are you an experienced DM?
$endgroup$
– NautArch
Feb 7 at 17:52




3




3




$begingroup$
Related on How has D&D's guidance to DMs on when to extrapolate from written rules and when to improvise changed over time? and a closed question on What is Rule Zero?
$endgroup$
– NautArch
Feb 7 at 17:53





$begingroup$
Related on How has D&D's guidance to DMs on when to extrapolate from written rules and when to improvise changed over time? and a closed question on What is Rule Zero?
$endgroup$
– NautArch
Feb 7 at 17:53





4




4




$begingroup$
If you have particular questions about changing traits, then you may be able to ask here whether they are overpowered or underpowered from the original.
$endgroup$
– L0neGamer
Feb 7 at 18:02




$begingroup$
If you have particular questions about changing traits, then you may be able to ask here whether they are overpowered or underpowered from the original.
$endgroup$
– L0neGamer
Feb 7 at 18:02




5




5




$begingroup$
Define "allowed". Allowed by who?
$endgroup$
– WakiNadiVellir
Feb 7 at 21:49




$begingroup$
Define "allowed". Allowed by who?
$endgroup$
– WakiNadiVellir
Feb 7 at 21:49




7




7




$begingroup$
This comes up a lot in various forms, and my reaction is always "if you have to ask that question, then you probably shouldn't mess with the rules too much". In a game with friends, the DM can do absolutely anything they want. You may not be playing it "right" but as long as everyone is having fun then who cares? It is, however, really easy for inexperienced DMs to make game-breaking changes, and those can kill the fun for you and your players. @L0neGamer 's suggestion is great; folks here will happily talk your ears off about the potential impacts of any tweaks you're considering!
$endgroup$
– A C
Feb 7 at 23:59




$begingroup$
This comes up a lot in various forms, and my reaction is always "if you have to ask that question, then you probably shouldn't mess with the rules too much". In a game with friends, the DM can do absolutely anything they want. You may not be playing it "right" but as long as everyone is having fun then who cares? It is, however, really easy for inexperienced DMs to make game-breaking changes, and those can kill the fun for you and your players. @L0neGamer 's suggestion is great; folks here will happily talk your ears off about the potential impacts of any tweaks you're considering!
$endgroup$
– A C
Feb 7 at 23:59










2 Answers
2






active

oldest

votes


















41












$begingroup$

Communication is the key



D&D homebrew is the means by which you create your own environment, monsters, rules etc., so it’s entirely acceptable, if the changes are clearly communicated before play.



If I were the DM, I would make sure everyone agreed with the changes and everything was clearly understood. I would take time to address everyone’s questions.



I would also limit these changes to a player group I have played with before. If there is a newcomer, I think that adds additional dynamics that would add additional responsibilities, thus making DMing more challenging.



Balance



I would ask why you are wanting to change traits and strengths. This could create an imbalance in the characters. It could have unintended side effects down the road. I would be hesitant to change too much. If some unintended consequence is discovered later during gameplay, there is nothing to fall back on to help resolve the issue.



If it was me, I would tread lightly when making such changes.






share|improve this answer











$endgroup$












  • $begingroup$
    @KorvinStarmast thanks. That a great idea. I didn't think of looking to the DMG for reference. I will try to find that section.
    $endgroup$
    – matt
    Feb 7 at 18:30






  • 1




    $begingroup$
    If I had it in front of me I'd tell you the page, but I am AFB
    $endgroup$
    – KorvinStarmast
    Feb 7 at 18:50






  • 3




    $begingroup$
    +1 for Communication. I remember getting in a new group and being given a choice between a Rogue and Paladin characters (already part of story). I had already played a Paladin but not a Rogue, so I opted for Rogue. First combat, and the DM tells me I only get Sneak Attack damage on the first attack roll of the round (not even the first hit)... hum... I mean, I expected to contribute less to combat than the Barbarian, but if I had known about such a crippling house-rule in advance, I'd have opted to play the Paladin instead.
    $endgroup$
    – Matthieu M.
    Feb 8 at 19:52



















36












$begingroup$

The limit is what your players will accept



The concept of Rule 0 is that the DM has the freedom to override and change all of the rules. The GMs freedom to change things as needed and make rulings for their own game is mentioned in the rules so, arguably, even Rules-as-Written the GM has no limits.



More than that, with the exception of some organized play, there are no rules police and nothing to enforce the rules. As long as everyone in the group is on the same page, nothing stops you from changing every rule in the book so long as your players don't revolt and abandon the game entirely.



The more interesting question is how much should a GM change things and how should the GM go about doing it. A GM, especially a novice GM, is likely well served by following a few guidelines:



  1. Be up front with your players. Sometimes of course you need to make a rulings call on an edge case when it comes up. But if you are planning ahead of time to make a genuine change, you should explicitly inform the players as early as possible, especially if this change might affect how they build their characters.

  2. Remember DnD is (normally) well tested. This doesn't always apply to games from smaller publishing houses, but first-party material for DnD normally goes through a fair bit of testing for balance and playability. It isn't perfect, and "broken" things definitely gets published, but more likely than not the designers considered the balance effects more than you have. When making a significant change, you are changing that balance. In other words, be aware that your change may have unintended consequences, especially if you care about balance.

  3. If you are dealing with experienced players, significant changes will run against their expectations. This isn't always a bad thing, but its worth remembering that you may be increasing the cognitive load on your players if they are used to playing without homebrew.





share|improve this answer









$endgroup$








  • 2




    $begingroup$
    Good advice, although keep in mind players may freely accept house rules, only to realize too late that they've broken the game.
    $endgroup$
    – RobertF
    Feb 8 at 20:35










  • $begingroup$
    @RobertF Good point, I've even run into that. But that can normally be fixed at least going forward and the past can be papered over.
    $endgroup$
    – TimothyAWiseman
    Feb 8 at 20:59










Your Answer





StackExchange.ifUsing("editor", function ()
return StackExchange.using("mathjaxEditing", function ()
StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix)
StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["\$", "\$"]]);
);
);
, "mathjax-editing");

StackExchange.ready(function()
var channelOptions =
tags: "".split(" "),
id: "122"
;
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function()
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled)
StackExchange.using("snippets", function()
createEditor();
);

else
createEditor();

);

function createEditor()
StackExchange.prepareEditor(
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: false,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: null,
bindNavPrevention: true,
postfix: "",
imageUploader:
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
,
noCode: true, onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
);



);













draft saved

draft discarded


















StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f140645%2fas-a-dm-how-much-freedom-does-one-have-to-create-new-rules-for-use-in-game%23new-answer', 'question_page');

);

Post as a guest















Required, but never shown

























2 Answers
2






active

oldest

votes








2 Answers
2






active

oldest

votes









active

oldest

votes






active

oldest

votes









41












$begingroup$

Communication is the key



D&D homebrew is the means by which you create your own environment, monsters, rules etc., so it’s entirely acceptable, if the changes are clearly communicated before play.



If I were the DM, I would make sure everyone agreed with the changes and everything was clearly understood. I would take time to address everyone’s questions.



I would also limit these changes to a player group I have played with before. If there is a newcomer, I think that adds additional dynamics that would add additional responsibilities, thus making DMing more challenging.



Balance



I would ask why you are wanting to change traits and strengths. This could create an imbalance in the characters. It could have unintended side effects down the road. I would be hesitant to change too much. If some unintended consequence is discovered later during gameplay, there is nothing to fall back on to help resolve the issue.



If it was me, I would tread lightly when making such changes.






share|improve this answer











$endgroup$












  • $begingroup$
    @KorvinStarmast thanks. That a great idea. I didn't think of looking to the DMG for reference. I will try to find that section.
    $endgroup$
    – matt
    Feb 7 at 18:30






  • 1




    $begingroup$
    If I had it in front of me I'd tell you the page, but I am AFB
    $endgroup$
    – KorvinStarmast
    Feb 7 at 18:50






  • 3




    $begingroup$
    +1 for Communication. I remember getting in a new group and being given a choice between a Rogue and Paladin characters (already part of story). I had already played a Paladin but not a Rogue, so I opted for Rogue. First combat, and the DM tells me I only get Sneak Attack damage on the first attack roll of the round (not even the first hit)... hum... I mean, I expected to contribute less to combat than the Barbarian, but if I had known about such a crippling house-rule in advance, I'd have opted to play the Paladin instead.
    $endgroup$
    – Matthieu M.
    Feb 8 at 19:52
















41












$begingroup$

Communication is the key



D&D homebrew is the means by which you create your own environment, monsters, rules etc., so it’s entirely acceptable, if the changes are clearly communicated before play.



If I were the DM, I would make sure everyone agreed with the changes and everything was clearly understood. I would take time to address everyone’s questions.



I would also limit these changes to a player group I have played with before. If there is a newcomer, I think that adds additional dynamics that would add additional responsibilities, thus making DMing more challenging.



Balance



I would ask why you are wanting to change traits and strengths. This could create an imbalance in the characters. It could have unintended side effects down the road. I would be hesitant to change too much. If some unintended consequence is discovered later during gameplay, there is nothing to fall back on to help resolve the issue.



If it was me, I would tread lightly when making such changes.






share|improve this answer











$endgroup$












  • $begingroup$
    @KorvinStarmast thanks. That a great idea. I didn't think of looking to the DMG for reference. I will try to find that section.
    $endgroup$
    – matt
    Feb 7 at 18:30






  • 1




    $begingroup$
    If I had it in front of me I'd tell you the page, but I am AFB
    $endgroup$
    – KorvinStarmast
    Feb 7 at 18:50






  • 3




    $begingroup$
    +1 for Communication. I remember getting in a new group and being given a choice between a Rogue and Paladin characters (already part of story). I had already played a Paladin but not a Rogue, so I opted for Rogue. First combat, and the DM tells me I only get Sneak Attack damage on the first attack roll of the round (not even the first hit)... hum... I mean, I expected to contribute less to combat than the Barbarian, but if I had known about such a crippling house-rule in advance, I'd have opted to play the Paladin instead.
    $endgroup$
    – Matthieu M.
    Feb 8 at 19:52














41












41








41





$begingroup$

Communication is the key



D&D homebrew is the means by which you create your own environment, monsters, rules etc., so it’s entirely acceptable, if the changes are clearly communicated before play.



If I were the DM, I would make sure everyone agreed with the changes and everything was clearly understood. I would take time to address everyone’s questions.



I would also limit these changes to a player group I have played with before. If there is a newcomer, I think that adds additional dynamics that would add additional responsibilities, thus making DMing more challenging.



Balance



I would ask why you are wanting to change traits and strengths. This could create an imbalance in the characters. It could have unintended side effects down the road. I would be hesitant to change too much. If some unintended consequence is discovered later during gameplay, there is nothing to fall back on to help resolve the issue.



If it was me, I would tread lightly when making such changes.






share|improve this answer











$endgroup$



Communication is the key



D&D homebrew is the means by which you create your own environment, monsters, rules etc., so it’s entirely acceptable, if the changes are clearly communicated before play.



If I were the DM, I would make sure everyone agreed with the changes and everything was clearly understood. I would take time to address everyone’s questions.



I would also limit these changes to a player group I have played with before. If there is a newcomer, I think that adds additional dynamics that would add additional responsibilities, thus making DMing more challenging.



Balance



I would ask why you are wanting to change traits and strengths. This could create an imbalance in the characters. It could have unintended side effects down the road. I would be hesitant to change too much. If some unintended consequence is discovered later during gameplay, there is nothing to fall back on to help resolve the issue.



If it was me, I would tread lightly when making such changes.







share|improve this answer














share|improve this answer



share|improve this answer








edited Feb 7 at 18:26









SevenSidedDie

208k31668945




208k31668945










answered Feb 7 at 17:57









mattmatt

52129




52129











  • $begingroup$
    @KorvinStarmast thanks. That a great idea. I didn't think of looking to the DMG for reference. I will try to find that section.
    $endgroup$
    – matt
    Feb 7 at 18:30






  • 1




    $begingroup$
    If I had it in front of me I'd tell you the page, but I am AFB
    $endgroup$
    – KorvinStarmast
    Feb 7 at 18:50






  • 3




    $begingroup$
    +1 for Communication. I remember getting in a new group and being given a choice between a Rogue and Paladin characters (already part of story). I had already played a Paladin but not a Rogue, so I opted for Rogue. First combat, and the DM tells me I only get Sneak Attack damage on the first attack roll of the round (not even the first hit)... hum... I mean, I expected to contribute less to combat than the Barbarian, but if I had known about such a crippling house-rule in advance, I'd have opted to play the Paladin instead.
    $endgroup$
    – Matthieu M.
    Feb 8 at 19:52

















  • $begingroup$
    @KorvinStarmast thanks. That a great idea. I didn't think of looking to the DMG for reference. I will try to find that section.
    $endgroup$
    – matt
    Feb 7 at 18:30






  • 1




    $begingroup$
    If I had it in front of me I'd tell you the page, but I am AFB
    $endgroup$
    – KorvinStarmast
    Feb 7 at 18:50






  • 3




    $begingroup$
    +1 for Communication. I remember getting in a new group and being given a choice between a Rogue and Paladin characters (already part of story). I had already played a Paladin but not a Rogue, so I opted for Rogue. First combat, and the DM tells me I only get Sneak Attack damage on the first attack roll of the round (not even the first hit)... hum... I mean, I expected to contribute less to combat than the Barbarian, but if I had known about such a crippling house-rule in advance, I'd have opted to play the Paladin instead.
    $endgroup$
    – Matthieu M.
    Feb 8 at 19:52
















$begingroup$
@KorvinStarmast thanks. That a great idea. I didn't think of looking to the DMG for reference. I will try to find that section.
$endgroup$
– matt
Feb 7 at 18:30




$begingroup$
@KorvinStarmast thanks. That a great idea. I didn't think of looking to the DMG for reference. I will try to find that section.
$endgroup$
– matt
Feb 7 at 18:30




1




1




$begingroup$
If I had it in front of me I'd tell you the page, but I am AFB
$endgroup$
– KorvinStarmast
Feb 7 at 18:50




$begingroup$
If I had it in front of me I'd tell you the page, but I am AFB
$endgroup$
– KorvinStarmast
Feb 7 at 18:50




3




3




$begingroup$
+1 for Communication. I remember getting in a new group and being given a choice between a Rogue and Paladin characters (already part of story). I had already played a Paladin but not a Rogue, so I opted for Rogue. First combat, and the DM tells me I only get Sneak Attack damage on the first attack roll of the round (not even the first hit)... hum... I mean, I expected to contribute less to combat than the Barbarian, but if I had known about such a crippling house-rule in advance, I'd have opted to play the Paladin instead.
$endgroup$
– Matthieu M.
Feb 8 at 19:52





$begingroup$
+1 for Communication. I remember getting in a new group and being given a choice between a Rogue and Paladin characters (already part of story). I had already played a Paladin but not a Rogue, so I opted for Rogue. First combat, and the DM tells me I only get Sneak Attack damage on the first attack roll of the round (not even the first hit)... hum... I mean, I expected to contribute less to combat than the Barbarian, but if I had known about such a crippling house-rule in advance, I'd have opted to play the Paladin instead.
$endgroup$
– Matthieu M.
Feb 8 at 19:52














36












$begingroup$

The limit is what your players will accept



The concept of Rule 0 is that the DM has the freedom to override and change all of the rules. The GMs freedom to change things as needed and make rulings for their own game is mentioned in the rules so, arguably, even Rules-as-Written the GM has no limits.



More than that, with the exception of some organized play, there are no rules police and nothing to enforce the rules. As long as everyone in the group is on the same page, nothing stops you from changing every rule in the book so long as your players don't revolt and abandon the game entirely.



The more interesting question is how much should a GM change things and how should the GM go about doing it. A GM, especially a novice GM, is likely well served by following a few guidelines:



  1. Be up front with your players. Sometimes of course you need to make a rulings call on an edge case when it comes up. But if you are planning ahead of time to make a genuine change, you should explicitly inform the players as early as possible, especially if this change might affect how they build their characters.

  2. Remember DnD is (normally) well tested. This doesn't always apply to games from smaller publishing houses, but first-party material for DnD normally goes through a fair bit of testing for balance and playability. It isn't perfect, and "broken" things definitely gets published, but more likely than not the designers considered the balance effects more than you have. When making a significant change, you are changing that balance. In other words, be aware that your change may have unintended consequences, especially if you care about balance.

  3. If you are dealing with experienced players, significant changes will run against their expectations. This isn't always a bad thing, but its worth remembering that you may be increasing the cognitive load on your players if they are used to playing without homebrew.





share|improve this answer









$endgroup$








  • 2




    $begingroup$
    Good advice, although keep in mind players may freely accept house rules, only to realize too late that they've broken the game.
    $endgroup$
    – RobertF
    Feb 8 at 20:35










  • $begingroup$
    @RobertF Good point, I've even run into that. But that can normally be fixed at least going forward and the past can be papered over.
    $endgroup$
    – TimothyAWiseman
    Feb 8 at 20:59















36












$begingroup$

The limit is what your players will accept



The concept of Rule 0 is that the DM has the freedom to override and change all of the rules. The GMs freedom to change things as needed and make rulings for their own game is mentioned in the rules so, arguably, even Rules-as-Written the GM has no limits.



More than that, with the exception of some organized play, there are no rules police and nothing to enforce the rules. As long as everyone in the group is on the same page, nothing stops you from changing every rule in the book so long as your players don't revolt and abandon the game entirely.



The more interesting question is how much should a GM change things and how should the GM go about doing it. A GM, especially a novice GM, is likely well served by following a few guidelines:



  1. Be up front with your players. Sometimes of course you need to make a rulings call on an edge case when it comes up. But if you are planning ahead of time to make a genuine change, you should explicitly inform the players as early as possible, especially if this change might affect how they build their characters.

  2. Remember DnD is (normally) well tested. This doesn't always apply to games from smaller publishing houses, but first-party material for DnD normally goes through a fair bit of testing for balance and playability. It isn't perfect, and "broken" things definitely gets published, but more likely than not the designers considered the balance effects more than you have. When making a significant change, you are changing that balance. In other words, be aware that your change may have unintended consequences, especially if you care about balance.

  3. If you are dealing with experienced players, significant changes will run against their expectations. This isn't always a bad thing, but its worth remembering that you may be increasing the cognitive load on your players if they are used to playing without homebrew.





share|improve this answer









$endgroup$








  • 2




    $begingroup$
    Good advice, although keep in mind players may freely accept house rules, only to realize too late that they've broken the game.
    $endgroup$
    – RobertF
    Feb 8 at 20:35










  • $begingroup$
    @RobertF Good point, I've even run into that. But that can normally be fixed at least going forward and the past can be papered over.
    $endgroup$
    – TimothyAWiseman
    Feb 8 at 20:59













36












36








36





$begingroup$

The limit is what your players will accept



The concept of Rule 0 is that the DM has the freedom to override and change all of the rules. The GMs freedom to change things as needed and make rulings for their own game is mentioned in the rules so, arguably, even Rules-as-Written the GM has no limits.



More than that, with the exception of some organized play, there are no rules police and nothing to enforce the rules. As long as everyone in the group is on the same page, nothing stops you from changing every rule in the book so long as your players don't revolt and abandon the game entirely.



The more interesting question is how much should a GM change things and how should the GM go about doing it. A GM, especially a novice GM, is likely well served by following a few guidelines:



  1. Be up front with your players. Sometimes of course you need to make a rulings call on an edge case when it comes up. But if you are planning ahead of time to make a genuine change, you should explicitly inform the players as early as possible, especially if this change might affect how they build their characters.

  2. Remember DnD is (normally) well tested. This doesn't always apply to games from smaller publishing houses, but first-party material for DnD normally goes through a fair bit of testing for balance and playability. It isn't perfect, and "broken" things definitely gets published, but more likely than not the designers considered the balance effects more than you have. When making a significant change, you are changing that balance. In other words, be aware that your change may have unintended consequences, especially if you care about balance.

  3. If you are dealing with experienced players, significant changes will run against their expectations. This isn't always a bad thing, but its worth remembering that you may be increasing the cognitive load on your players if they are used to playing without homebrew.





share|improve this answer









$endgroup$



The limit is what your players will accept



The concept of Rule 0 is that the DM has the freedom to override and change all of the rules. The GMs freedom to change things as needed and make rulings for their own game is mentioned in the rules so, arguably, even Rules-as-Written the GM has no limits.



More than that, with the exception of some organized play, there are no rules police and nothing to enforce the rules. As long as everyone in the group is on the same page, nothing stops you from changing every rule in the book so long as your players don't revolt and abandon the game entirely.



The more interesting question is how much should a GM change things and how should the GM go about doing it. A GM, especially a novice GM, is likely well served by following a few guidelines:



  1. Be up front with your players. Sometimes of course you need to make a rulings call on an edge case when it comes up. But if you are planning ahead of time to make a genuine change, you should explicitly inform the players as early as possible, especially if this change might affect how they build their characters.

  2. Remember DnD is (normally) well tested. This doesn't always apply to games from smaller publishing houses, but first-party material for DnD normally goes through a fair bit of testing for balance and playability. It isn't perfect, and "broken" things definitely gets published, but more likely than not the designers considered the balance effects more than you have. When making a significant change, you are changing that balance. In other words, be aware that your change may have unintended consequences, especially if you care about balance.

  3. If you are dealing with experienced players, significant changes will run against their expectations. This isn't always a bad thing, but its worth remembering that you may be increasing the cognitive load on your players if they are used to playing without homebrew.






share|improve this answer












share|improve this answer



share|improve this answer










answered Feb 7 at 18:27









TimothyAWisemanTimothyAWiseman

18.3k23790




18.3k23790







  • 2




    $begingroup$
    Good advice, although keep in mind players may freely accept house rules, only to realize too late that they've broken the game.
    $endgroup$
    – RobertF
    Feb 8 at 20:35










  • $begingroup$
    @RobertF Good point, I've even run into that. But that can normally be fixed at least going forward and the past can be papered over.
    $endgroup$
    – TimothyAWiseman
    Feb 8 at 20:59












  • 2




    $begingroup$
    Good advice, although keep in mind players may freely accept house rules, only to realize too late that they've broken the game.
    $endgroup$
    – RobertF
    Feb 8 at 20:35










  • $begingroup$
    @RobertF Good point, I've even run into that. But that can normally be fixed at least going forward and the past can be papered over.
    $endgroup$
    – TimothyAWiseman
    Feb 8 at 20:59







2




2




$begingroup$
Good advice, although keep in mind players may freely accept house rules, only to realize too late that they've broken the game.
$endgroup$
– RobertF
Feb 8 at 20:35




$begingroup$
Good advice, although keep in mind players may freely accept house rules, only to realize too late that they've broken the game.
$endgroup$
– RobertF
Feb 8 at 20:35












$begingroup$
@RobertF Good point, I've even run into that. But that can normally be fixed at least going forward and the past can be papered over.
$endgroup$
– TimothyAWiseman
Feb 8 at 20:59




$begingroup$
@RobertF Good point, I've even run into that. But that can normally be fixed at least going forward and the past can be papered over.
$endgroup$
– TimothyAWiseman
Feb 8 at 20:59

















draft saved

draft discarded
















































Thanks for contributing an answer to Role-playing Games Stack Exchange!


  • Please be sure to answer the question. Provide details and share your research!

But avoid


  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.

Use MathJax to format equations. MathJax reference.


To learn more, see our tips on writing great answers.




draft saved


draft discarded














StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f140645%2fas-a-dm-how-much-freedom-does-one-have-to-create-new-rules-for-use-in-game%23new-answer', 'question_page');

);

Post as a guest















Required, but never shown





















































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown

































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown