D&D House Rules That DMs Should Absolutely Avoid

D&D House Rules That DMs Should Absolutely Avoid

In Dungeons & Dragons, house rules can be a major factor in campaigns, for good or ill. The variety of house rules is as wide as the number of Dungeon Masters who play the game. Some Dungeons & Dragons house rules can be good, and some are simply a preferred flavor. However, bad house rules are a surefire way to start a D&D campaign on a bad note.

Common D&D house rules include ways to make the game simpler and ease complicated mechanics. For example, a DM could have a house rule eschewing material components for spells to ease the burden on spellcasters. When instituting a house rule, it is best for the DM to communicate with the players beforehand to make sure that it’s something they will enjoy, similar to deciding whether to use homebrew elements in a D&D campaign. However, there are some house rules that should not be attempted, because there is almost no chance of them bringing anything positive to the campaign.

House rules that harshly restrict character creation should not be instituted. For example, these kinds of house rules could include not allowing Elves to use heavy weapons or armor, or barring Dwarves from using magic. To be fair, there are low-magic and no-magic campaigns, and those can be done very well. However, placing arbitrary restrictions on race or class choices for characters will only frustrate players. One of the great things about Dungeons & Dragons is being able to create all kinds of characters and give them unique and interesting backstories. By restricting that and not letting players experiment, part of the spirit of the game is lost.

No House Rule Should Ever Make A D&D Campaign Less Enjoyable

D&D House Rules That DMs Should Absolutely Avoid

Any D&D house rule that puts one player’s character in the control of another player or the DM, such as through mind control or other effects, should never be considered. While there are mind-affecting spells and magical effects in Dungeons & Dragons, that should not be taken as a reason to take away a player’s agency. Even if their character is not in control of their actions, the player should still be able to roleplay how the character follows the directions they are given. DMs should encourage roleplay in D&D, not take the opportunity away. A campaign where the players can get immersed in their characters’ actions and stories is a healthy one.

Unless the players have specifically expressed interest in a difficult campaign, the DM should not use house rules that have no role apart from making the game significantly harder for the players. Ideas such as weapons and armor breaking from use, or limits on the effectiveness of healing would be examples of this. While some players like harder campaigns, imposing these sorts of rules on an average party without clearing it with them first will make the game frustrating, as the players will be struggling just to survive. Players who like challenges can enjoy canon mechanics like Monsters of the Multiverse’s buffed creatures, but, when a game is too hard for the party, they will have much less fun. Even DMs who like challenging their players need to maintain an appropriate level of difficulty for the party in question.

House rules will inevitably flavor a campaign, and the Dungeon Master needs to be aware of that before instituting any. A bad house rule can sap the enjoyment out of a Dungeons & Dragons campaign like few other things can. A wise Dungeon Master should know when a house rule is viable and when it’s best to discard those that aren’t.