Add House Rules to Your D&D Game

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Necron 99
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Post May 26th, 2025, 10:31 pm

Like The Bandit's Keep, another channel on YT (The Informal Game) for "D&D" and general tabletop discussion. This particular video is one I had a thought about recently, though less about house rules and more about the general increase in rules and details for mainstream games in the market. I was reminded of this when I started looking at some of the physical books and paying attention to the increase in size and format. The increase in page counts, the enormous size of some volumes vs what's actually used from the books.

In the video below, fairly early, Griffith mentions that Original D&D was somewhat broken but that there was this trust between the DM and Players, allowing the DM to make calls and moderate the game in a way that didn't require a rule for everything. I think most of us here already know and understand this, I just found the video to be a great reminder of what it means to really play the game in a less restrictive capacity.

“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien

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Captain_Blood
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Post May 28th, 2025, 5:06 pm

I mean rule #1 is that the DM makes the call and can change whatever he wants. The desire is mainly for consistency. It's a fantasy so even the most outlandish and illogical rule will be accepted if it is applied consistently. Sometimes we learn through play that a rule isn't working so we change it up and try something else. I've found that as long as you communicate that it will typically be accepted without fuss or even immediately embraced.
“May have been the losing side. Still not convinced it was the wrong one.” -Malcom Reynolds

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