• sammytheman666@ttrpg.network
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    10 months ago

    Every change should be treated the same : you tell about them at character creation and you tell them during the game while allowing for their set of rules on the present session if you cannot think of them in advance. Homebrew, legal rules, anything should be the same. It’s not during a game that you tell the multiclass druid cleric that the steroid goodberries dont work in your game, as he’s trying to heal someone after a fight. This actually happened to me. Don’t fucking nerf the core of a character’s mechanics midgame.

    • Barbarian@sh.itjust.works
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      10 months ago

      Don’t fucking nerf the core of a character’s mechanics midgame

      Happened to me once. Built a monk specifically for cool grapple movement interactions because I hate the standard “I attack. You attack me back.” attritional gameplay that DnD normally has.

      Stunned a guy, used my 2nd attack as a grapple, started running up a wall, which both me and the grappled target will fall off at the end of the turn (but I have slow fall, he doesn’t). The GM says:

      “You’re running up the wall with the guy still grappled?”

      “Yes. Perfectly legal according to the rules”

      “You’re grappling an orc fighter”

      “Yes. And?”

      “He’s pretty heavy… Roll me a strength check”

      Cleared it up after the game, but come on man. I explained how my character would work in combat beforehand, don’t nerf me midgame.

      • sammytheman666@ttrpg.network
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        10 months ago

        Lol. “He’s pretty heavy”. In 5th its size that matters. If its medium its fine. Even if it doesnt make sense, perfect swimming in plate doesn’t either, but you dont just say to a player “oh btw in plate you die if you fall into water as you cant swim” while fighting around water for the first time.

        Im glad you cleared it up after. In my case, I ended up leaving for other reasons but the nerf sticked. Mind you, if I knew at character creation it would be fine. But I didn’t.

    • jjjalljs@ttrpg.network
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      10 months ago

      This makes sense.

      In my imagination there is a large set of players who “homebrew” stuff because they don’t know or understand the rules, and a very large subset of those players are also disorganized. A sizable subset also just don’t know what the fuck they’re doing.

      So they’ll be like “oh we let the wizard attack and cast a spell on the same turn. Is that not the normal way?”

      But for people who homebrew with intention and thought, yeah, what you said.