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| #1DoctorBadWolfOct 18, 2014 12:11:36 | So, first of all, I like 5e. I love the way it handles many of the classes. Pretty much the rogue is the only class I don't like, actually. And the races aren't my favorite of any edition, but definately good, and it's easy to make new ones, so that's cool. My PC goblins are grateful that they get to survive into 5e without having to wait for wotc to run out of normal races to print.
Anyway, there's no section for discussion of houserules, which seems odd in an edition that seems to encourage them.
Here are some of mine:
Equipment: Rapier and Unarmed Strike gain "Light" property. Handaxe, Quarterstaff, Sickle, and Unarmed Strike gain "Finesse" property. Padded loses "Stealth: Disadvantage" trait.
Added Skill: Int (Spellcraft), which is used to detect magic, identify magic, Manipulate Portals and other magic items/effects that can be manipulated, and determine crafting time for crafting minor magic items (like healing potions, and magic trinket type stuff). (see, crafting, below)
Ranger: Can speak with animal companion. Can use companion's sense a number of times equal to their wis mod, must full rest to regain uses. Lose own sense when using companion's, must make concentration checks if distracted/threatened. (this fills out the usefullness of going beast master, makes the companion feel more interesting and like it's more than just a pet, etc)
I'm working on alternate rules for being turned into a were critter or a vampire, gaining less of the abillities and traits, and not gaining it's alignment. You still have some of the drawbacks, though. Otherwise, it would just be free power. Gonna let someone play one soon, see how it runs/how it feels next to other player characters.
Assassin Rogue: Both special abillities that require surprise now work if the target is unaware of the Assassin, as well. So, if the Assassin is hidden, they can Assassinate someone even if the party gets ambushed, or it's not an ambush at all, etc. The poison use is waiting on new rules for crafting, but I have added a handful of poisons that cost less.
Crafting: Not done houseruling this yet, but AFAIC, it's broken. So far, you roll an abillity check (with proficiency if appropriate) to decrease the time it takes, and I've increased the GP worth of crafting per day to 15, which makes a suit of plate take 250 days without help or rolling to reduce crafting time.
Poisons: Knockout Drops- Target must make a Con save or become drowsy, gaining disadvantage on all checks. Target saves every turn. Second failed check means they fall unconcious. (I also have weaker, cheaper versions, which take 3 failed saves to put to sleep, or only do the first part.) Cost:60gp Lesser version Cost: 20gp
Bloodroot Toxin: Target must make a Con save or take 1d4 poison damage and is Frightened. 15gp
Carrion Crawler Toxin: Target must make a Con save or take 1d4 poison damage and it's speed is reduced by half. 10gp
Still trying to figure out how to make the Thief Rogue more interesting, or maybe come up with manuever like things and make a new build...idk. anyone tackled this? |
| #2OrwellianHaggisOct 18, 2014 13:34:04 | Our only house rule so far is no multiclassing requirements. |
| #3DoctorBadWolfOct 18, 2014 15:23:14 | By which you mean no stat requirements?
Yeah, with you on that. I may end up just saying "no stat requirements" on pretty much anything. |