How much homebrew?

Post/Author/DateTimePost
#1

heliomance

Apr 17, 2008 15:23:48
How many homebrew rules does it take before it can be reasonably claimed that the game you're playing is not actually D&D?
#2

TheRealOrion

May 12, 2008 14:44:42
Why do you ask? Does it matter to you if you're game is "not D&D"?
#3

backstabbist

May 12, 2008 18:36:50
I would say it matters how much of the normal activity has changed.

A set number of rules would mean nothing,
cause you could write a 3 volume economic system of capital investments in the fantasy setting, and if none of the players buy stocks then it wont really matter.

But just 1 rule that eliminates HitPoints from the game entirely is a big change.
#4

heliomance

May 27, 2008 16:04:27
I ask mainly out of curiosity. My GM has a very heavily homebrewed world, and I was contemplating whether or not it could feasibly be called a separate game.
I think it probably can - his next modification is going to be removing skill points and replacing them with a different system.
#5

TheRealOrion

May 27, 2008 22:06:55
I suppose it depends on how you want to measure it. To measure based on rules, you could say that if it replaces two or three of a handful of major rule systems, like combat based on d20s, or spells being memorised at the beginning of the day, or removing/replacing the "feats" system, then sure, I'd say it's starting to be a whole different game. If you want to measure based on play experience, then you'd have to go by something like replacing all the classes or changing to a radically different setting. d20Modern isn't D&D primarily because it's in the modern world, for example.
#6

crazy_monkey

May 28, 2008 10:34:39
For me, as long as it has dragons and dungeons somewhere in there, it could reasonably be called "D&D." ;)
#7

doomsought

May 29, 2008 10:09:25
Around here

Take it to D20 modern (mostly the same as 3.5)
Ad phoenix superheroes supplement
Remove levels