Board Thread:Homebrew/@comment-31223609-20170206065827/@comment-454133-20171108171754

That's wildly optimistic, and I say that lightheartedly but also very seriously. People's opinions on homebrew are varied and often inconsolable, so a consensus is probably not available. ;)

Instead of looking for consensus, do what other people do when they're making a D&D campaign or game mod: choose/create homebrew stuff that's self-consistent for the game or campaign you want to create, and assemble that together into one product. Get feedback, make tweaks, playtest, tweak some more. Individual people will either like it and want to play it, or will reject it and ignore it. That's how the modding world tends to work in other games.

Just know that what seems perfectly sane on paper could be utter madness once you try it out. Philosophy is ill-equipped to make things work in reality; you need to playtest. Also what seems sane in your own head will be madness to other players who can see problems with it, where it breaks down, where it degrades the game, how it changes things in ways you don't see. It's important to balance your vision with with feedback and find something in the middle that works.