| Adamantine Dragon |
Most of the games I am in allow SOME homebrewed stuff. Even the 4e game I am in my GM let me create a minor custom magic item.
My 8th level druid is a custom race. She has several custom magic items. My witch has a custom magic item.
My own campaign has custom magic items, custom races, custom artifacts even custom magic spells.
I'm all about creativity.
| Leo_Negri |
It depends on the player. I have one player who is devilishly clever at making something that looks totally balanced and ends up being a game-breaker. And it doesn't matter what the system is. Picture Brian from KOTD without the strict adherence to a code of the rules are the rules whether they help the players or screw them. If a rule loophole is helpful to the players he'll exploit it, if a rule loophole aids the GM in anyway though, he'll do whatever he can to neuter it in any official way he can find. I wouldn't even let him in the game except he's entertaining and a good role-player, he just has strong Munchkinish tendencies that the other members of the group can barely keep in check.
| Archmage_Atrus |
I encourage my players to come up with their own homebrewed stuff (as well as almost constantly pumping out my own homebrewed monsters, items, spells and feats.) In the case of feats or spells, I try to let the players know about them long before NPCs use them (with some exceptions - if it's meant to be a secret in the game world, I won't reveal it until its use, and then let the players learn about it.) In the case of stuff my players come up with, I work with them to make sure it's balanced enough, erring on the side of weaker-than-standard to be sure.
| Mikkaddo |
I certainly allow homebrew stuff in my campaigns. Hell I've created a homebrew race that I'm very proud of and so far 2 homebrew magic items. One of which was TOTALLY wasted by the player that got it . . . I mean really he uses it like twice, and then destroys it. Such a waste.
Anyway, homebrew is fine with me as long as the players run it by me and it makes sense. Don't want any players saying they want to use a character that's the avatar of a god that's considered dead in my game as the way I'm running it, a dead god has no avatar . . . since being it's avatar means having their power tunneled into you.
I find homebrew can improve the game by leaps and miles. It can put a twist on things that normally would be boring.
| Bwang |
My game is based on stories I started writing in 1967, so D&D is 'new'! I have over two dozen races that have appeared in my writing and most made it into my game world. Goat based centaurs, a race of octipi-creatures, marsupial sorcerers and radically different Elves have been standard for 37 years, but mostly stage props because I couldn't make them work as playable races.
I prune Classes to fit and use a spell point system for magic. There are feats I use that are hardwired into the campaign. Yes, I use homebrews and loot Kirth's rules shamelessly.
| Steve Geddes |
I dont invent my own stuff (I pay professionals because they're better at it than me) and wouldnt allow a player to introduce something they've invented* (since I wouldnt know if it was good/bad/balanced or anything else).
I would have guessed I was in the majority, this thread notwithstanding.
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* Unless they really wanted to.
| jpomzz |
jpomzz wrote:Well, I meant homebrewed rules and classes and whatnot, didn't mean homemade campaigns.In my experience, those tend to go together.
Eh, my 3.5 GM never homebrewed his own stuff, but he also never used modules. He hated the things. Infact, my entire career in roleplaying, I've only played 3 modules, and two of them were for dark heresy.