How to Alter a Published Rule

So you’ve decided to change the rules. Hold up a minute. Who do you think you are? The rules were designed by people who got paid to do it, probably comply with an underlying structure, and, hopefully, were extensively playtested. In many cases you may be implementing the rule wrong or are missing another rule which counters the unwanted effect you are seeing in your game.

On the Other Hand….

Maybe not. Perhaps the rule is coming from a splat book that was underwritten or lightly playtested, if at all. Perhaps it comes from a third party supplement. Whatever the case may be, try not to act in haste. Changing rules can have long reaching and sometimes unexpected consequences, and those effects may be far worse than the current “problem rule”.

So What Do I Do?

The first step is to find examples of rules with a similar concept but different implementation than the problem rule. When you find a similar rule and it doesn’t cause any problems, you have found an easy fix. If you can’t find any, seriously consider the place of the rule in your game. In most cases rules exist to add depth to our simulations, and completely removing rules from a game may remove depth you or your players would rather keep. Review the rules in depth to determine if changes are really necessary.

How Do I Change It?

Think about ways to strengthen or weaken the problem rule other than its complete removal. Think about the situation where the rule was a problem and decide what the outcome of the rule should have been. Set the rule at that level as your starting point. Next, consider the effects of the rule on the next several adventures/encounters you have planned and try to figure out how your new version of the rule will play out. Then adjust accordingly.

Finally, decide if all this thinking has been merely a knee jerk reaction. Perhaps the characters have reached a new level of power or the players have dusted off some underused rules because they know they will be effective in the situations they have been presented with. If the usage of an unexpected rule was something you had not planned for it can be startling, and if it messes up your closely laid plains it can be very frustrating, but it is not necessarily a reason to act.

Methods of Implementation

Now that you have your shiny new rule all thought out, you must present it to the players. Present your new version and your justification for it before it comes up in game. Waiting until the players attempt to use the old rule to roll out the new one is immature. Next, if the rule you are changing is a newly selected ability of a character, give the player the option to trade it out for something else. The player chose the old ability, not the new one, and might not want your new version.

In many cases players will accept a watered down version of a rule in place of something everyone knows is overpowered. While players are always looking for an advantage, most understand game balance. Conversely, if the rule was too weak, it is unlikely you will get many complaints from the players when you change it–unless, of course, you are using your new version to increase the effectiveness of their opponents, in which case they will probably give you “the talk”.

And If My Changes Fail?

If your changes turn out to be a total unmitigated disaster, acknowledge that you were wrong and go back to the old version. Do not immediately go back to the drawing board, as it will take significant time away from the game and probably not give you the result you want. Try to find in-game ways to work around or solve the problem. If that fails, start the process over at the beginning.

Your Comments: Slaughtered any sacred cows in your game?  Tell of about a rule you have changed or removed.

  • 77IM

    I have a self-inflicted “meta-house-rule:” All house rules must be written down. This serves multiple purposes:

    1) The process of writing the house rule down forces you to clarify it.
    2) Having to write it down is a chore so it discourages creating house rules that aren’t worth the effort.
    3) You won’t forget later what the rule is.
    4) You can create a central reference point for house rules to reduce confusion. The fewer places a player needs to look to find a relevant rule, the easier the rules are to understand.

    I think your final point is also an excellent one. All house rules should be viewed as “draft” rules until they’ve been proven to be fun, and the players should be involved in the process. If game designers can make mistakes, GMs can too. ;}

    • Paul von Meerscheidt

      Absolutely. While it harkens back to 2ed D&D games with inch thick binders of house rules (does anyone else remember those?) a concrete reference for house rules is as important, if not more important than one for “as published” rules.

  • Paul von Meerscheidt

    Absolutely. While it harkens back to 2ed D&D games with inch thick binders of house rules (does anyone else remember those?) a concrete reference for house rules is as important, if not more important than one for “as published” rules.