Sly Flourish posted " Four Principles for House Rules " and it is clearly a good view to start with for house rules. These four guidelines pave the road to good solid house rules. I just wanted to throw in a couple of key points that might fall under the "Keep it Compatible" portion. These warnings hopefully can help to avoid the road to hell paved with good intentions in adding house rules. POINT 1 Understand The Side Effects on the Core Mechanics Side effects are a big problem when adding new rules to the game. Side effects the unexpected consequences of a rule that can result in potentially game-breaking scenarios. Here is a good example of a good house rule with a nasty side effect. I ran into this house rule recently that required all character actions to be stated at the beginning of the round. To change that action when your turn came up, you had to make an INT or DEX check. The intent was clear -- to speed up combat. How...
Chronicles of an Elder GM Running, Hacking, and Sharing Advice on TTRPGs