Experiencing the Worst DD House Rules: From Critical Fumble Tables to Overzealous DMs
Experiencing the Worst DD House Rules: From Critical Fumble Tables to Overzealous DMs
While Dungeons Dragons is a game known for its flexibility and the creativity of its players and Dungeon Masters (DMs), some house rules can disrupt the flow and enjoyment of the game. This article delves into some of the worst house rules experienced and the chaos they created.
1. The Miserable Critical Fumble Tables
The introduction of critical fumble tables is one of the most frustrating house rules ever seen in DD. When a player rolls a critical failure, instead of just missing, they might be forced to accidentally damage themselves or an ally. In addition, a player's weapon could break, rendering it unusable for the rest of the session. Sometimes, the player might even get a long-term injury or temporarily lose their next turn. This rule transforms failure into added insult, taking any sense of adventure or excitement out of the game.
Similarly, natural 1s and 20s are more frequent for players than for NPCs. Critical fumble tables disproportionately affect PCs, adding an unfair layer of complexity to the game. These rules can dampen the enjoyment for players and DMs alike, making the game feel like a series of punishments instead of an adventure.
2. The Overly Opinionated DM
Another disastrous house rule involves an overly opinionated DM. I once had a player who did not use the Player's Handbook (PHB) nearly at all, instead relying heavily on the Dungeon Master's Guide. This player thought they knew better than the DM on every single rule, leading to numerous issues. For example, they would add additional modifiers to damage rolls that should not have stat modifiers, or give extra dice to spells or physics damage, which is unnecessary and illogical.
Their misuse of the rules often required me to explain the rules from the PHB and Dungeon Master's Guide multiple times. They even tried to use cantrips and distribute inspiration dice after the action they were trying to support had been called for. Each time, it took up to half an hour to explain the correct rules to them, and their persistence led to a series of issues. This player eventually attempted a "revolution," rallying others to side with them, but ended up gaining zero support from my players. They ultimately left and started their own game, but not without referring to a horrifying reference about his plans which only made me chuckle at the idea of the chaos they were planning.
3. Durability: Too Much of a Good Thing
The final rule that stood out is the ubiquitous durability of almost everything in the game. Weapons, armor, magic items, and even consumables all had their own durability. This meant that players would be forced to replace items frequently, as they would wear out or break over time. Not only did this add a logistical challenge, but if a player lost an item, they might be forced to get a similar one, adding to the expense and effort required for gameplay.
Imagine the scenario where players are given pre-made adamantine plate mail after character creation, which cannot be changed or pawning it off would be a war crime. Even if the players do not have heavy armor proficiency, the DM expects them to wear and use it. If players try to leave it behind, they face immediate aggression from shopkeepers. The same applies to other items: leaving equipment in the forest is seen as a betrayal, and the DM often acts as if the enemies in the session can only roll a 20 on their attacks, regardless of the true difficulty.
These rules added an arbitrary and often unnecessary layer of complexity to the game, making it less enjoyable for all players involved. These examples highlight the importance of creating house rules that enhance the game experience and not ones that create unnecessary frustration and chaos.
Conclusion
The game of Dungeons Dragons is best when it is a collaborative and enjoyable experience. While house rules can add unique and interesting elements to the game, they should be introduced with care and consideration for all players. Experiencing the worst house rules can be a valuable lesson in the importance of clear communication and the balance between creativity and game balance.