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| #1Sailing_Pirate_RyanJul 09, 2014 19:37:58 | Inspired by this thread, shamelessly plagarized:
What is the most universally accepted house rule? Let's find out.
Objective: Single out the highest regarded house rules.
Rules
Your Initial Post
Your Additional Posts
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)
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| #2kill_the_wiz_firstJul 09, 2014 20:33:20 |
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| #3CCSJul 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. |
| #4bawylieJul 09, 2014 20:37:09 | Lingering Wounds Module - 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 |
| #5RamzourJul 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.... |
| #6Tac0manJul 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). |
| #7alienuxJul 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). |
| #8Sailing_Pirate_RyanJul 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. |
| #9NicodaudelJul 11, 2014 17:06:02 |
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