RPGA and house rules

Post/Author/DateTimePost
#1

Samrin

Mar 16, 2009 15:04:53
Just wondering about rules concering RPGA events for a homebrew world. What restrictions are/aren't allowed to be put into place and if houserules are allowed in a sanctioned event. Such as mechanical changes regarding critical hits, and introducing new rules such as fumbles and stuff.
#2

kinevon

Mar 17, 2009 7:45:12
Just wondering about rules concering RPGA events for a homebrew world. What restrictions are/aren't allowed to be put into place and if houserules are allowed in a sanctioned event. Such as mechanical changes regarding critical hits, and introducing new rules such as fumbles and stuff.

From the RPGA CCG v1.8:
Rules for Home Games
If you’re going to be the DM for a homebrew game, you can choose to follow any or all of the information in this guide. However, if you make your game a RPGA-sanctioned public event, meaning different players can rotate in and out of your sessions, you need to use two rules presented here: characters use Method 1 or 2 for ability scores and characters have use of RPGA Rewards
cards (see below). The rest is up to you.

Hope that clears things up.
#3

kenobi65

Mar 17, 2009 8:54:10
Just to expound on what kinevon posted:

If it's a private (home) game that you're just happening to sanction for RPGA credit, you're free to use (or not use) whatever rules you and your players agree upon.

If it's a public game, you do have to use the stock rules for ability scores, and let players use rewards cards. Other that that, again, you can use whatever rules you and your players agree upon.

(Note that this is for a "homebrew" campaign. If you're running an RPGA campaign, such as LFR, you need to follow all the campaign rules, even if it's a home game.)
#4

gc1ceo

Mar 17, 2009 13:18:59
Personally I try and stick to stock rules as much as possible if only because if any of my players play elsewhere they are more likely to encounter stock rules then house rules.

I think the only real house rule that I use for both 3.5 and 4th Ed (but rarely use it for 4th Ed) is if somebody dies from bleeding out, they don't completely die until the beginning of their next turn so it gives the party one turn to try and bring the person back above death.

I have only used this one for 4th Ed because all of my monsters crit'ed on the same person in the first round and they basically went from full health to dead before getting to their first turn and it wasn't in an RPGA game.