D&D players- Do you do homebrew? If so, does it work?

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Shadowfaze

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I play 4E at the moment, and, after about 6 of those "premade adventures" i decided to do homebrew, now im a giant guy with a class set up to use counterattacks. Do you make your own races/classes? Go on, share your creations!
 

x434343

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YOU CAN USE THE PREMADES?

OT: The DnD game I'm in is homebrew. And I'm making one, based on BioShock's setting.
 

Shadowfaze

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letterbomber223 said:
Make whatever the hell you want. One time I couldn't find anyone else who had done what I wanted so I wrote my own system. Think about what you want, and if you can't find it, make it.
Exactly. I wanted to play a large, 2x2 character, so i created one
 

kwagamon

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My sister and I at one point made a custom race entry for the Kor, who recently were a large part of Magic's Zendikar block. They came out nicely, although we also had to make a subsequent homebrew for grappling hooks as a weapon because the Kor are freaking gods with grappling hooks.

http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=178131&type=card
I direct you to the ever-lovely Ms. Kor Hookmaster. She will kill you. And it will hurt.
 

Shadowfaze

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x434343 said:
YOU CAN USE THE PREMADES?

OT: The DnD game I'm in is homebrew. And I'm making one, based on BioShock's setting.
Yes, but premades don't feel as fun as doing it yourself. Its just a matter of changing some minor stuff to fit your homebrew characters. Bioshock D&D sounds awesome, though
 
May 23, 2010
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We're doing an adventure with a Dr Seuss 'Who' style race set in whatever year has bits of gunpowder. It takes place on Australia, and whenever a PC kills an NPC with an acid spell, they can collect the goop in a vial. The vial, should it be thrown at someone, deals 1d4 acid damage and has the potential to melt a weapon on a critical. Speaking of criticals we didn't like how they were done in v4. Now, whenever someone rolls a 20, they get to do 'something badass'. It's their choice, and as long as it makes sense within the confines of the situation and it's fine with the DM, it's good.

We do a fair bit of home-brewing here.
 

Layz92

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Homebrewing rules/classes is fine. Just make sure you consult a friend/online knowledge base to make sure you arn't trying to make something that is pointlessly weak or gamebreakingly powerful. In our Dark Heresy game (40k tabletop RPG) a bunch of our characters have gear/abilities not in the rules that we have made stuff up for that isn't unnecessarily pointless or powerful. Like we had a character that is part Necron from a botched pariah conversion. Pariah gene is more or less the null gene so we developed a rule that lets him temporarily become a null but it has a cast time, fatigues him and has a limited amounts of rounds it can work for. Also as long as something is plausible we can attempt it (with an appropriate challenge level) even though it is outside of rules.
 

x434343

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Shadowfaze said:
x434343 said:
YOU CAN USE THE PREMADES?

OT: The DnD game I'm in is homebrew. And I'm making one, based on BioShock's setting.
Yes, but premades don't feel as fun as doing it yourself. Its just a matter of changing some minor stuff to fit your homebrew characters. Bioshock D&D sounds awesome, though
It's mostly gonna be settings, I am using the d20 Apocalypse rulebook.

On topic, homebrews tend to be more fun. We're adding a quest to look for one of our party member's Appendix. He lost it in real life in July. We met in his hospital room in August (post-op infection), and a few minutes after he started he begged the DM if we could go find his appendix.
 

Shadowfaze

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The Amazing Tea Alligator said:
We're doing an adventure with a Dr Seuss 'Who' style race set in whatever year has bits of gunpowder. It takes place on Australia, and whenever a PC kills an NPC with an acid spell, they can collect the goop in a vial. The vial, should it be thrown at someone, deals 1d4 acid damage and has the potential to melt a weapon on a critical. Speaking of criticals we didn't like how they were done in v4. Now, whenever someone rolls a 20, they get to do 'something badass'. It's their choice, and as long as it makes sense within the confines of the situation and it's fine with the DM, it's good.

We do a fair bit of home-brewing here.
Sounds fun. Im not keen on the 4E critical rules either, but my DM always says no "Natural 20- instant success" on skill checks, because it just feels stupid. how can my giant succeeed on a DC40 heal check with 3 heal? like i say, just feels stupid
 
May 23, 2010
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Shadowfaze said:
The Amazing Tea Alligator said:
We're doing an adventure with a Dr Seuss 'Who' style race set in whatever year has bits of gunpowder. It takes place on Australia, and whenever a PC kills an NPC with an acid spell, they can collect the goop in a vial. The vial, should it be thrown at someone, deals 1d4 acid damage and has the potential to melt a weapon on a critical. Speaking of criticals we didn't like how they were done in v4. Now, whenever someone rolls a 20, they get to do 'something badass'. It's their choice, and as long as it makes sense within the confines of the situation and it's fine with the DM, it's good.

We do a fair bit of home-brewing here.
Sounds fun. Im not keen on the 4E critical rules either, but my DM always says no "Natural 20- instant success" on skill checks, because it just feels stupid. how can my giant succeeed on a DC40 heal check with 3 heal? like i say, just feels stupid
With my group we all take turns being the DM. It's like those 2 word story things, and it makes it so that the DM makes decisions that the player will find fun, because he'll be the player next session.
 

Housebroken Lunatic

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I don't like the various settings in D&D, and I also don't like the rules system of it.

But I homebrew frequently. It's just that churning out and running a good full homebrew adventure takes a lot of time and effort, which I rarely have the time for to do (aside from the other inherent problems of getting a good adventure/scenario off the ground). So we often resort to prewritten adventures in my gaming group.

However, we constantly tweak them and particular rules that we don't like or feel we can improve upon.
 

Shadowfaze

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Housebroken Lunatic said:
I don't like the various settings in D&D, and I also don't like the rules system of it.

But I homebrew frequently. It's just that churning out and running a good full homebrew adventure takes a lot of time and effort, which I rarely have the time for to do (aside from the other inherent problems of getting a good adventure/scenario off the ground). So we often resort to prewritten adventures in my gaming group.

However, we constantly tweak them and particular rules that we don't like or feel we can improve upon.
Thats a good way to do it. My group just say "we are attacking this town because we are evil. Make the story later"
 

kwagamon

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As far as homebrewing goes, Marvel Universe RPG is possibly the easiest system I've ever played to do it in, mostly because anything and everything in the rulebook can be changed at GM's discretion. For example I actually have a rule in my MURPG the Hex Sphere's ability is completely disallowed because it's basically Power Cosmic at roughly one seventh the price. Also I added the "Bite" ability which is the ability to distend one's jaw similar to a snake to devour large objects whole, although that was a request from a player.
 

The_Spirit_of_Epic

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a GM friend of mine made a homebrew race based of the Diclonius from Elfen Lied. it turned out well, except the only person who played that race sucked at DnD.

other then that, i dont really like to homebrew, for the stuff normally turns out OP, which i am not in favor of.

OT:
Shadowfaze said:
how can my giant succeeed on a DC40 heal check with 3 heal?
DC 40? What are you doing, curing a bullet wound to the face?
 

Shadowfaze

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Scarx said:
a GM friend of mine made a homebrew race based of the Diclonius from Elfen Lied. it turned out well, except the only person who played that race sucked at DnD.

other then that, i dont really like to homebrew, for the stuff normally turns out OP, which i am not in favor of.
Well, its best to stick with the original classes and use them as a template, strength wise. That way you aren't OP, or pathetic. Even at lvl 29 I dont go further than 7W unless theres a big downside. Most home brewers just make god classes. Whats the point? if the game is rediculously easy, why did you bother? challenge is what makes it fun.
 

Housebroken Lunatic

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Shadowfaze said:
Thats a good way to do it. My group just say "we are attacking this town because we are evil. Make the story later"
Hehe, ok. We try to be a bit more elaborate than that. Also, we like to have some character conflicts in our group. Thus all the PC's are rarely all good or all evil, but it varies, and some of us like to make up backstories and reasons for why they are the way they are, and also reflect a little over how the course of any scenario/adventure might change the characters outlook on things.

And all this mixed in with plenty of action and fighting... Which is a bit of a shame really, because I feel almost guilty when we revel in excessive amounts of dice rolled combat and stuff, and really do wish to let character portrayal and drama take a significant place in the game. But I think we have a good compromise down in our group... Even if the "drama" tend to become a bit Monty Python-esque at times. :p
 

GodsAndFishes

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Yeah, the DnD game that I was in last year was more using the rules as guidelines. The Rule of Cool was the only main rule that we followed.

Also, my character had some magical wibble that meant my spells could EPICALLY fail or EPICALLY succeed, I nearly killed my teammates several times through spell misfires and I also accidently opened a giant portal to the realm of fire by getting a huge succeed on my fireball roll.
 

Hiphophippo

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I'd wager most people use at least a little homebrew. Hell, the entire tabletop gaming world is almost built on it. You're given the broadest sense of the rules and turned loose into your own imaginations. To expect zero is just naive. It will happen eventually.

I ran a game in my own campaign setting (one I even entered into the contest that Eberron eventually won) for going on six years straight, that I like to think is pretty fleshed out.
 

The_Spirit_of_Epic

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Shadowfaze said:
Scarx said:
a GM friend of mine made a homebrew race based of the Diclonius from Elfen Lied. it turned out well, except the only person who played that race sucked at DnD.

other then that, i dont really like to homebrew, for the stuff normally turns out OP, which i am not in favor of.
Well, its best to stick with the original classes and use them as a template, strength wise. That way you aren't OP, or pathetic. Even at lvl 29 I dont go further than 7W unless theres a big downside. Most home brewers just make god classes. Whats the point? if the game is rediculously easy, why did you bother? challenge is what makes it fun.
i completely agree. i enjoy a challenge. It's just that people i know who homebrew (or should i say just one person) just want to make either god classes or overly-complicated classes. and when they play that, and i just choose a fighter that likes to hit things, it just ruins the fun for me.

what im saying is that i dont like OP players. if i find a homebrew class that is balanced, I'll accept that.
 

Shadowfaze

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Hiphophippo said:
I'd wager most people use at least a little homebrew. Hell, the entire tabletop gaming world is almost built on it. You're given the broadest sense of the rules and turned loose into your own imaginations. To expect zero is just naive. It will happen eventually.

I ran a game in my own campaign setting (one I even entered into the contest that Eberron eventually won) for going on six years straight, that I like to think is pretty fleshed out.
I was going to enter that too, but my stuff was... well, pretty mediocre when i had a look around. I don't like Ebberon that much though. What was your Setting like? im intrigued