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Showing posts with the label House rules

Epic 6 style play for 5th edition D&D.

I really would like to come up with guidelines for playing D&D with epic 6. I'm toying with just running it with the basic set of rules for now, and possibly trying it to the full range of classes in the player's handbook at a later time. If you don't know what Epic 6 is, I'll link it here to a post I made about it elsewhere. Doing an Epic 6 version for 5E is tougher because when the concept came out 3E just gave more attacks, feats, and bonuses as characters leveled. But 5E has abilities and features above level 6 players really want. I would hate to take those abilities away. Even though just capping level is the easiest solution. If I choose to give noncasters their features I rightly need to give casters access to their higher level spells. Making the option of capping the character's level less appealing. One option I like is to allow characters to progress as normal but only stop progression on proficiency bonus at level 6 (8 or 10). In this sense 5E is ...

Backgrounds, what are they good for?

Backgrounds in 5E are a mixed bag for me. I like the extra level of customization, good in a game where there are few real choices at character creation beyond class, race, and subrace. At the same time I find the ideals, personality, and bonds parts of background kind of useless. I understand the intent is to help flesh out your character and provide framework to gain inspiration. I find that in reality they seem forgotten. I would rather we had something disconnected from background. Something like flaws characters could play up for inspiration. And maybe goals players could work towards for bonus experience points. A list players could add to and cross off as they accomplish over the life of the character. Something a bit more custom to the players vision than "loyal to my friends" and "you value knowledge".

Alternative advantage/disadvantage

After playing Shadow of the demon Lord I can't help but love its boon and bane system. I think it could easily be used in D&D. Boons and Bane dice are D6s. Boons are added to the D20 roll, bane die are subtracted from the D20 roll. Unlike advantage/disadvantage players can gain more than one. They can even gain some of each. They cancel each other out. So if a player gains 2 boons but 1 bane the player rolls just the one boon. If more than one is rolled only the highest die is used. I've toyed with the idea of using this option with proficiency die option from the DMG. Making the boons and banes additional proficiency dice.

Critical hits.

Nothing is more dramatic in D&D than rolling a critical hit. The die rolls a 20 and everyone gets all excited. The players picks up his damage dice,  grabbing extra dice ready roll that double damage. The player let's loose and rolls snake eyes. The lowest possible roll. We decided this just wouldn't do. Our rule is the first damage die is always maximum. For example 6 on a D6. The second die is rolled as normal and added to the 6. For example if the damage die was a D8 the player would roll 1D8+8 (plus any bonuses). No matter what that D8 rolls its exceptional, because even a roll of 1 is greater than the weapons normal maximum.

Alternative Hero points in D&D 5E

Hero points is an optional rule for a more heroic game. There is a hero point system in the DMG, this is my alternative to those rules. Hero points totally replaces inspiration. Unlike inspiration, hero points can be saved. Hero points can be awarded much like inspiration for good role-playing, or for heroic deeds as the GM sees fit. Characters can have a maximum of 2+character level in hero points. Hero points are spent giving one of three different effects. Like inspiration. Character points can be used to give advantage on a Saving throw, attack, or Ability check. In addition hero points can be spent on a damage roll making the damage the maximum that can be rolled. Another use of hero points is a Heroic surge, healing the character for a single hit die equal to the characters hit die type.

Momentum Die in D&D 5E

The idea behind the momentum die is that as combat progresses characters get into a rythem and combat becomes deadlier. And hopefully speeds up encounters. Momentum Die is inspired by the escalation die of 13th Age rpg. On the second round of combat (top of the initiative order)each player sets out a D6 on the number one. At the top of each turn advance the die up one value.  The number showing on the die is a bonus to hit and damage. Players can 'spend' the die by lowering the number by one and choosing to gain advantage on the next attack, saving throw, or Ability check.

Alternative initiative in D&D

Some people find standard initiative in D&D unsatisfactory. Here is a few house ruled initiative systems we have used and found useful. Some people like things to change from round to round without adding complexity to the game. Here is a few options. At the top of every round have every player roll initiative. The highest roll goes first. Then players take their turn going around the table either clockwise or counterclockwise from the first player. If you want the direction random base it on the winning roll. On an even roll play goes clockwise, on odd play goes counterclockwise for that round. Another option is to have initiative rolls at the top of every round. This is actually my favorite option, I like the totally random turn order. When I use this option I have players roll a D10 rather than a D20. When I use this option the rolls are totally unmodified, I like the chaotic randomness of combat. Lastly, an option that we found fun was to roll seperate for each round of comb...