House rules… tsk, tsk.
My party is all about pushing boundaries in our DnD campaign. We love going above and beyond. Min-maxing characters? Nah, we crave chaos. But how to go about it? We started implementing house rules, convinced that they would make our already great game a little more dynamic. But hey, we all make mistakes. And this time… boy did we make a mistake.
We mirrored critical hits with a system of wacky consequences for natural 1s. The brave bard ended up setting his lute ablaze twice in one session and the rogue spent more time tripping over herself than picking pockets. Oh, what a fumble frenzy. Our most ambitious rule involved a completely open world. No pre-determined quests, just endless possibilities. In theory, it sounded super epic. But, as you might expect, freedom turned into aimlessness. Players wandered off on tangents, the story became disjointed, and the DM, bless his heart, struggled to keep things balanced. It became clear that sometimes, a carefully crafted campaign is better than a chaotic sandbox.
Scroll down to read what fellow players have to say about this. Next, check out Star Trek memes that will send you on a trip to a faraway galaxy.