![]() ![]() What I've learned (albeit slowly) from all this is that game pace is King -particularly for large groups of players and combats potentially involving dozens of enemies - and that the original rules are already pitched at pretty near to some kind of "optimal" balance for fast-paced play. On the combat mechanics side, house rules that may look like "improvements" on paper can end up being a drag on game pace, so I find myself peeling back the added layers and often arriving back where I started. I guess it all depends how much detail you want in your game but, for me, I find the house rules around combat tend to stick less, while the house rules around character character and out of combat stuff tend to stick more. Yep, I'm an irreconcilable house-rules junkie I'm forever trying new mechanics just to see how they work out. What, if any, house rules do you use when you run it? Having space to house rule is important to the feel of an OD&D game, so it only seemed natural that my discussion with +Simon Bull would inevitably turn to house ruling.Īs you mention, DD, like OD&D before it, is eminently house rule-able. ![]() ![]() This compulsion to build and make led to all of the original crop of "D&D-alikes" like Arduin and Warlock and led to so many developments at TSR itself that Gygax had to make a whole new game - AD&D - just to incorporate all of them. Sure, all OSR gamers house rule, but OD&D is such a bare bones system that it just makes sense to put some meat on those bones. As I see it, one of the chief benefits of an OD&D-style game is how easy it is to add or modify components to it. ![]()
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