If you’ve been playing TTRPGs for any length of time over
about a year you’ve possibly heard “Rule Zero” rolled out in defense of a
system and its poor rules. To put it simply, Rule Zero is an unofficial rule in
the community that means to snip out rules or change them in a game as you and
your table sees fit in order to have the most fun possible. Generally, most versions of D&D encourage you change
rules as you see fit, as do most other RPGs. I agree with this rule... to a point.
I have a personal policy that if I am going to pay money for
the books of a system, I will use minimum 98% of the rules. For many properties
that are mainstream such as D&D, Pathfinder, anything from Fantasy Flight,
etc., you are dropping between 25-50 dollars a book. For anything over ten I
feel I should be able to use the system as designed. I feel the biggest culprit
for this was 3.5, where it seemed like every game followed different levels of
rules. It made play tedious and having players join my own sessions only to
find I followed most of the rules was a chore. If I need to slim down a system
or make sweeping changes, I will look for a system that fits my needs. I want my money to go to people who put time into systems I like to use, and I want my friends at the table to go down the same road with me.
Some systems require some “DM’s Discretion” on how to handle
certain rulings. I have no issue with this for certain situations such as
enemies attacking players, but I do have a huge issue with it when it comes to
anything else. I always felt that if a part of a system required a player to
roll a dice to determine the outcome, the system should provide a means to
execute the results. If there are no guidelines for the result of the roll,
then remove the roll! Some systems have optional rules (5th Edition,
Hackmaster 5e are two good examples) which provide additional rules to
substitute a current rule, or to make certain aspects of the game more
complicated. I think this is a great way to handle certain systems that often
get house ruled in past editions. It’s the developers offering alternatives
that may help a current set of rules work for a group better, or add an extra
layer of complexity that a group may wish to have.
A personal metric I use when discussing a system in length
with someone is how well they know the rules off the top of their head
(basics). If I hear that a good portion of the rules are “not worried about” or
“well it depends”, then I check out from being interested. I see a lot of
systems put on a pedestal, but they come with a laundry list of home changes or
rules to ignore to make them “enjoyable or playable”. Pathfinder is the biggest
offender in recent memory with many locals I know ignoring a lot of the finer
rules and forgetting basic ones and some groups making changes to everything
from wealth per level to Base Attack Bonus values per level. Some groups ignore
ranged penalties and dual wield penalties. Most groups completely disregard
anything involving encumbrance, ammo tracking, spell durations, and anything
regarding environmental hazards such as thirst and hunger. What you are left
with is a basic d20 system with some classes that have modifications. For many
this is 100% fine and I can understand that it’s still a framework to work off
of, but there are probably other options out there where you can avoid the need
to re-write things to make it work.
I do believe in playing a system that you and your friends
enjoy, but if you cut out a chunk of it, please avoid selling its virtues to
others as a “great system” when you have a laundry list of changes.
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