House Rule Survey

Post/Author/DateTimePost
#1

Sailing_Pirate_Ryan

Jul 09, 2014 19:37:58

Inspired by this thread, shamelessly plagarized:

 

What is the most universally accepted house rule? Let's find out.

 

ObjectiveSingle out the highest regarded house rules.

 

Rules

 

Your Initial Post

 

  1. Post one to three house rules you enjoy (or that you feel would be beneficial) for this edition. If the rule cannot be summarized in just one or two sentences, upload the rule elsewhere and just post a link to it.
  2. Always place your additions at the bottom of the list and sign them with your Handle/Username (or a recognizable abbreviated version of your handle). Signing your additions serves a purpose in Rule #3
  3. (Optional) Next, move any one (single) List Item as many lines up or down as you posted additions to the list. Example: If you made two additions to the list you may now move the top (or any Item above yours) Item in the List down to the third slot (2 lines) or vice versa. Do not split the moves between multiple items on the list. You do not have to use all allotted moves
  4. Do not use [ Reply ] or [ Quote ]. Please, only, copy and paste the list from the last reply to a new Response (at the bottom of the page) to make your additions and make line moves of a List Item
  5. Clean the list up of any blank lines left after moving an Item

Your Additional Posts

 

  • You may reply again with 0 to 2 additions to the list every 7 posts after your first (initial) reply or once every 24 hours (whichever comes first). If you do not add to the list (0 List Item additions) you may still move a single Item up or down one line otherwise follow Rule #3 to know how many lines you may move one Item down the list (skipping Rule #1). Again, this rule only applies after your Initial additions to the list in your first reply.

 

There may never be a #1 on this list for long but a rolling survey, over time, may give us some solid house rules that folks would enjoy but never considered creating for themselves.

 

Any house rule is viable as an addition, but do not discuss or argue about them here. This thread is only for ranking them, not assessing them. Do NOT include defamatory statements about any house rule; show your dissatisfaction by moving it down the list.

 

The List (do not copy this header)

 

  • Lingering Wounds Module - Sailing

  • Maximized Healing Outside of Combat: Healing actions (spells, potions, features, etc) used during combat are rolled as normal, but healing methods used outside of combat are maximized. The rationale is that guzzling a potion while rushed and impaired can make you spill most of it on your chin instead of in your mouth, but taking the time to drink the whole thing slowly and carefully would get you the full benefit. – Sailing

#2

kill_the_wiz_first

Jul 09, 2014 20:33:20
  • Lingering Wounds Module - Sailing

  • Unconciouse at 0 hp, Death's Door (2nd edition) - KtWF

  • Character Creation, 3d6 in order with 6 attempts stopping when you feel the scores can't get better (basically gamble that it's highest it can be) - KtWF

  • Maximized Healing Outside of Combat: Healing actions (spells, potions, features, etc) used during combat are rolled as normal, but healing methods used outside of combat are maximized. The rationale is that guzzling a potion while rushed and impaired can make you spill most of it on your chin instead of in your mouth, but taking the time to drink the whole thing slowly and carefully would get you the full benefit. – Sailing

#3

CCS

Jul 09, 2014 20:18:00
Posting on my phone makes linking things hard, so....... My own casting system that I've used in every non4e edition to date: ALL caster's effectively cast spontaneously. Divine types - pray to their god, & cast simply cast whatever spell they please (so long as it's something they could already cast due to lv, available slots, domain, etc. Sometimes though the request for _____ will go unanswered at the DMs descretion. Arcane types? Very similar to the divine process. But the spells they cast are automatic - though they still have to be in the spellbook. + any componants, etc. Prep time is the highest lv of spell the caster can cast X 5minutes. This is so that we can get on with the adventuring after a long rest.
#4

bawylie

Jul 09, 2014 20:37:09

Lingering Wounds Module - Sailing
Unconciouse at 0 hp, Death's Door (2nd edition) - KtWF
Maximized Healing Outside of Combat: Healing actions (spells, potions, features, etc) used during combat are rolled as normal, but healing methods used outside of combat are maximized. The rationale is that guzzling a potion while rushed and impaired can make you spill most of it on your chin instead of in your mouth, but taking the time to drink the whole thing slowly and carefully would get you the full benefit. – Sailing

Inspirado - bawylie

All Dice Must Roll - bawylie

Character Creation, 3d6 in order with 6 attempts stopping when you feel the scores can't get better (basically gamble that it's highest it can be) - KtWF

All Adventurers Must Adventure - bawylie

#5

Ramzour

Jul 10, 2014 1:10:44

My Top House Rules for 5e:

* Ignore Spell Memorization (If you know the spell, you can cast it. Additionally, I use "Prayerbooks" for Clerics and "Wild Tokens" for Druids.) ~Ramzour

* A natural 20 always means something awesome happens. A natural 1 always means something not-so-awesome happens. ~Ramzour

* Ramzour's Six Ability Save System (divides up the saving throws more evenly into the 6 abilities. No more DEX/CON/WIS covering 99% of all saves!) ~Ramzour

 

NOTE:

I think it would be easier to just treat this as a survey and have people post their top 3 house rules, then you sort the data based on how often a rule came up. You can edit your OP to reflect the running total. Maybe even make a table. The real-time sorting method you suggest seems unnecessarily complicated (no offense!) and prone to confusion, which has already happened....

#6

Tac0man

Jul 10, 2014 11:16:01

I implement two:

Flanking grants a bonus to hit of +2. An extreme hight advantage with a ranged attack can grant this as well (or a -2 for the opposite)

 

As well as my own natural one rule. On a natural 1 you always fail at what your doing. You then roll a flat d20 and if you get 5 or less something terrible happens such as shooting your freind in the back throwing your swor away face planting into the ooze you were atempting to jump over (happend at last nights table, was the best).

#7

alienux

Jul 10, 2014 11:53:40

I use a few already mentioned, but in addition:

 

-We don't keep track of arrows and bolts and I don't have PCs say, "I spend 5 minutes finding half of my arrows" to get them back.

-New characters ability scores are rolled with the group so as to avoid someone fudging their stats

 

And one that is not really specific to playing the game itself, but that has been an issue for me with several players in the past;

 

-No dribbling your dice on the table when it isn't your turn (I've had different players in the past who like to constantly fiddle with their dice, making a lot of noise, when someone else is talking or describing their actions, and it is very distracting to the other players and to me as a DM).

#8

Sailing_Pirate_Ryan

Jul 11, 2014 16:32:58

The Oath of St. Cuthbert is meant for clerics, but could be taken by any character with the Acolyte background. You gain proficiency with all bludgeoning weapons, but lose proficiency with all slashing or piercing weapons.

 

I want to do more variants like this... maybe "cultural arms and armor" packs for the different human ethnicities in the Realms. I'm not familiar enough with the Realms to know what weapons a "Chondathan" favors, but a Calishite could get scimitar proficiency in exchange for their bonus language or something.

#9

Nicodaudel

Jul 11, 2014 17:06:02

Sailing_Pirate_Ryan wrote: