[RPG] Is it okay for the DM to create their own world, races, classes, and abilities

dungeons-and-dragonshomebrew

First post and newish to tabletop RP games

Is it normal/acceptable for DMs to essentially create their own world, races, classes, and abilities? I have kept some of the traditional races and classes of D&D but I've created some of my own and omitted others as well as created some of my own classes and abilities. I try to format everything off of what I can find in the books and from various web resources to keep it in balance with the game. I am just starting to get self-conscious that I'm bastardizing the game too much, and either over-simplifying or possibly over-complicating things. I'm looking for some assurance what I am doing is "normal" or acceptable or if I should stop and leave it alone.

Background Info: So, in college I wanted to play D&D but didn't have anyone I knew that knew how to play. I had friends that wanted to play but no one wanted to read the books or let alone afford them. So I essentially took the rules (3.5) and super simplified them into 6-7 pages. We did some campaigns, everyone enjoyed it, and the more I DM'd the more I understood the rules in application. The more I've understood the rules, the more I've adapted the 6-7 pages to how I have understood how the mechanics work for the game and how they make sense to me. As a result I've added/omitted parts of the game because I either couldn't understand how they worked or thought the system I was using seemed more effective.

Best Answer

The official texts encourage it.

The official books, especially the DMG, explicitly encourage homebrewing. While the other answers give some nice perspectives, it's worth pointing out that it's offically sanctioned too.

I'm citing from my edition of choice, 5e, but other editions also encourage homebrewing.

To address your specific concerns, DMG 9 recognizes that the world will become your own even if you use a premade setting:

Even if you use an existing setting, such as the Forgotten Realms, it becomes yours as you set your adventures there, create characters to inhabit it, and make changes to it over the course of your campaign. This chapter is all about building your world and then creating a campaign to take place in it.

...and DMG 285 has a section on modifying or making your own player options:

If the options for player characters in the Player's Handbook don't meet all the needs of your campaign, consult the following sections for advice on creating new race, class, and background options.

Similar text exists in the official books for pretty much every feature of the game, ranging from spells to magic items to backgrounds.

In fact, the DMG gives you full authority over the game, even over the rules (263):

As the Dungeon Master, you aren't limited by the rules in the Player's Handbook, the guidelines in this book, or the selection of monsters in the Monster Manual. You can let your imagination run wild.

There's even some articles online that explains the developer intent behind the classes, and gives some insights into how you might change them if you wanted:

However, modifying a class is not something that should be undertaken lightly, and the job requires some serious effort, playtesting, and revision to get it right... This article presents methods that will help you to use existing mechanics as a model, while drawing upon features of other classes for inspiration.

3.5e, the only other edition I have access to, also has similar guidance. Briefly, the table of contents for the first DMG has sections for "Modifying a Common Race" on pg 171 and "Creating New Classes" on pg 175. The second DMG has an entire section on making your own prestige classes, and indeed assumes that prestige classes are usually created by the DM (203) (though it didn't really play out that way):

These DM-created tools lend specifics and actual mechanics to the details of your world. In short, you come up with a particular group or role for your campaign, and create a prestige class based around that idea. The following material focuses on your needs as the DM.