How do you introduce large amounts of homebrew content?
Hello everyone. New to lemmy and out to participate.
I am about to start a dnd 5e game after maybe 10 different games of various lengths, multiple with me as DM. This one is aimed to have multiple big pdfs of extra rules, things like more spells, more feats, and some different popular homebrew'd classes. Don't worry, I did proof read them.
However, I am not sure how to introduce all of this to my players without spending an entire session on it. Spells are one example , do I just give them the pdf and tell them to read it, or should I cut out bits and introduce them slowly?
The worst part is that I am interested in the grit and glory rules, which change quite a lot, if you go out shopping. Would you mind operating on certain rules at level one, and different ones at level two?
My 2 cents:
Rule changes should be shared immediately and agreed upon by the party. The GM is not the rulebook; the GM is the arbitrator for situations the rulebook does not cover. The rules should all be ones the entire group likes, or at least can live with.
Extra content (feats, spells, etc): stick it in the world somewhere and let your players find it. Nothing's cooler than beating a miniboss and finding an entirely unique spell nobody else has.
I like this idea, but given that players never read the rules, it's a little like asking my granny what kind of package management system her computer should use.
How complex are your rules? If it's more than a page or two, it's probably too much. There's a reason nobody knows Pathfinder's grapple rules. Cut it down to level you could feasibly expect someone to read in a few minutes.
My game has fewer rules than Pathfinder by any measure, although 'a page or two' seems a very low number - that sounds more like a little zine than a fully-fledged RPG.