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5e Basic - House Rules Discussion

Started by Necrozius, July 10, 2014, 08:46:59 AM

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Artifacts of Amber

Not sure I have house rules as of yet. Depends on how you define that.

Is it changing rules or just adding them. A wound system changes the basic rules.

Does it include just expanding on things, such as new backgrounds which I have added in while putzing around with the system. After the Players handbook comes out I am sure I will do yet another conversion of the spells I created in AD&D with my wizard. I have done conversions/rewrites for every edition but 4th (Just didn't play it enough to bother)

So as for adding stuff. I will but actual rules alterations probably not until I run for a while.

Necrozius

Quote from: Artifacts of Amber;767299Not sure I have house rules as of yet. Depends on how you define that.

Is it changing rules or just adding them. A wound system changes the basic rules.

Clarification: I meant both adding to or changing the Basic Rules.

Just the Basic rules, operating under the assumption that they represent a complete, self-contained game.

One's reasons for doing this sort of thing can be varied: because you think something is broken, too vague, because you'd prefer if a certain rule was handled differently. In my case, I just like to make the Basic rules MORE basic.

It's just for fun. I'm not proposing writing angry letters to WoTC. And yes, the first time I'll actually play it will be RAW.

Marleycat

#17
Quote from: Necrozius;767306Clarification: I meant both adding to or changing the Basic Rules.

Just the Basic rules, operating under the assumption that they represent a complete, self-contained game.

One's reasons for doing this sort of thing can be varied: because you think something is broken, too vague, because you'd prefer if a certain rule was handled differently. In my case, I just like to make the Basic rules MORE basic.

It's just for fun. I'm not proposing writing angry letters to WoTC. And yes, the first time I'll actually play it will be RAW.

If it were basic my only concerns are healing rates, hitpoints, save throws, concentration.

1. I would slow down healing rates somehow.
2. I would prefer a W/V model.
3. I am leery about non-profiencent saves I wonder if half profiencency rounded down wouldn't break anything.
4. I love the concentration rules but at higher levels it's virtually impossible for a pure backline magic using class to make that save even with CON maxed because you don't have profiencency in CON for either BASIC choice. And no multiclass option as of yet to possibly mitigate it.

Now I am pretty confident that the full game will have most of those concerns answered by various options in the DMG or maybe feats or even MCing.
Don\'t mess with cats we kill wizards in one blow.;)

Sacrosanct

Oh, another one.  You only get one death saving throw on your next round.  Take damage when you're unconscious, you're dead.
D&D is not an "everyone gets a ribbon" game.  If you\'re stupid, your PC will die.  If you\'re an asshole, your PC will die (probably from the other PCs).  If you\'re unlucky, your PC may die.  Point?  PC\'s die.  Get over it and roll up a new one.

Snowman0147

Depends on which setting.

If I was doing Black Shadow (my own made up setting) I would divide health in three groups.  Wound (con score), heroic (level), and spirit (wis score).  That way I can have attacks that harm the body, mind, and soul while having the heroes get a tiny buffer.  Seriously if they get lucky and get 20 in both ability scores and reach level 20 that is really 40 hp either way.  In this game your gonna have to be careful.

I would also modify the magic system.  Cantrips would be weaker.  We are talking about light a candle instantly, but you still need a candle to fuel the light.  Instant cast spells would take up slots, or do damage to you.  Slots will be reduce.  Rituals will be for powerful spells which is basicly any thing above level 5 spells.  Best of all magic is open to all classes, but taking it will be risky while making you powerful enemies.

Omega

Fighters great weapon style... Hits on a miss for STR bonus damage... :cool:

Marleycat

Quote from: Sacrosanct;767376Oh, another one.  You only get one death saving throw on your next round.  Take damage when you're unconscious, you're dead.

I prefer the -10 or-CON rule myself.
Don\'t mess with cats we kill wizards in one blow.;)

Opaopajr

Stuff I immediately noticed after lots of chargen...

~ I want a less flat stat progression with a large saddle-point of average, closer to TSR. It really cuts down on power inflation and loosens the tight design for setting flexibility.

~ To further broadening of skills with less stat mod dependence, I want around 3 to 4 skills selectable for proficiency by everyone. Proficiency bonus is a great universal mechanic to mitigate mediocre/bad stats. Further the non-rogue classes need broader skill pool to select from.

~ Saves are just wrong. Gotta all increase by level, otherwise you are further in the mercy of stat mods. The obvious best solution I can see is Proficiency bonus for all, Advantage for the two class proficient ones.

~ Because the very first thing I will do -- nay, must do! -- as a player, or GM!, is run a Cleric with Thaumaturgy on, in triplicate, FOREVER!!, at-will Cantrips gotta go. I cannot resist 3 eternal omens like booming voice, ominous sounds, animals striking curious poses, and mild earthquakes being forever on. I would order food that way; it would stay on as I ate. I would have doors fly open, spotlights, disembodied screams, and so forth, constantly as I walk past markets, palaces, outhouses, etc. My most menial tasks, like doing my laundry or darning socks will be dripping with portent. And I shall not be alone...! IT CANNOT BE, IT IS SHEER MADNESS! IT IS THE MOST BEAUTIFUL, SHINIEST, JOLLIEST, MOST CANDY-LIKE RED BUTTON OF TABLE DISRUPTION EVER — AND IT MUST. NOT. BE! And Prestidigitation is no better!

It is a drama queen's orgiastic bacchanal of ambrosia and god nectar, all deep fried in loving goodness sprinkled with powdered sugar on top. And it is haram.

Cantrips MUST BE capped to at least spell stat/spell/day. Even an Int or Wis of 8 or 9 is plenty for that many castings of any one Cantrip. Your Int or Wis is the ammo count for how many castings you can fire for each Cantrip. Gotta do something.


I need a lie down before I can continue. The possibilities all went to my head and I'm still feeling faint from the vapors. Ooh, sweet temptation, how you nettle me ceaselessly!
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Necrozius

Quote from: Opaopajr;767595~ Because the very first thing I will do -- nay, must do! -- as a player, or GM!, is run a Cleric with Thaumaturgy on, in triplicate, FOREVER!!, at-will Cantrips gotta go. I cannot resist 3 eternal omens like booming voice, ominous sounds, animals striking curious poses, and mild earthquakes being forever on. I would order food that way; it would stay on as I ate. I would have doors fly open, spotlights, disembodied screams, and so forth, constantly as I walk past markets, palaces, outhouses, etc. My most menial tasks, like doing my laundry or darning socks will be dripping with portent. And I shall not be alone...! IT CANNOT BE, IT IS SHEER MADNESS! IT IS THE MOST BEAUTIFUL, SHINIEST, JOLLIEST, MOST CANDY-LIKE RED BUTTON OF TABLE DISRUPTION EVER — AND IT MUST. NOT. BE! And Prestidigitation is no better!

It is a drama queen's orgiastic bacchanal of ambrosia and god nectar, all deep fried in loving goodness sprinkled with powdered sugar on top. And it is haram.

Cantrips MUST BE capped to at least spell stat/spell/day. Even an Int or Wis of 8 or 9 is plenty for that many castings of any one Cantrip. Your Int or Wis is the ammo count for how many castings you can fire for each Cantrip. Gotta do something.


I need a lie down before I can continue. The possibilities all went to my head and I'm still feeling faint from the vapors. Ooh, sweet temptation, how you nettle me ceaselessly!

This was beautiful and hilarious.

...And thought-provoking too... I hadn't considered how much people could spam magic this much. My players and I prefer slightly more "low-magic" campaigns in which sorcery always carries a mild risk of weirdness (thanks WFRP). I will ponder this...

Beagle

So, after actually playing this beast yesterday night, I sat down with my fellow players (half of whom are almost as old as my parents and haven't played any form of D&D since the Player's Options series for AD&D, if ever). So, we are usually playing Runequest and HarnMaster, but for the sake of a playtest, we tried this D&D thing. (I have been slightly more experienced with the system in more recent years). This was easily the most fun I had with D&D in more years than I care to look back. We had a really good night.

While the overall impression was quite good (apart from the obvious criticisms like about passive vs. active defense and why there needs to be something as metagamey as classes and levels), and it was decided that we might continue this game, with a few changes (with which I have been charged to implement).

The conclusion of us old, bitter men aren't probably very useful for other players, but that is what we came up with:

  • Regaining all Hitpoints so damn quickly isn't good for the game's verisimilitude; it feels rather silly. This can be  - and needs to be - solved with a decent Injury Point System, however, which still let you regain all your Stamina (Hit Points) during a rest, but doesn't completely trivialize the fact that you have been stabbed.  Generally speaking, the game doesn't feel lethal enough. So: Hitpoints will be treated as usual. Additionally, everyone has "Life Points" equal to your CON, plus your STR bonus. All crits and all attacks that superseede the AC by 5 or more points automatically deal "Life Point" damage, which also happens if you lose all your hitpoints. Once you lose more than half your Life Points (rounded in favor of the victim), you automatically grant advantage to all actions against you and suffer from automatic disadvantage to all your actions. If your Life Points are reduced to 0, the Dying Save minigame is initiated as usual.


  • Free, inconsequential spellcasting leads to inflationary use of said spells and makes magic too mundane and banalizes it. So, there should be some sort of limiter.  And of course: "Wait, so you need to roll a die to see if you can hit something with a stick - something a baboon can manage quite well - but using supernatural powers just work perfectly fine all the time with no possible chance of failure or backfiring?" (I paraphrase).  Thus, spellcasting will require some sort of skill test (Arcana for Wizards and Religion for Clerics) against a DC of 10+Spell level; on a failed roll, nothing happens, you have only wasted your action; but when you roll a natural 1, something bad will happen. For now, we'll go with "the opposite of the intended effect, as interpreted by the GM". When I have more time at hand, there will be a random magical botch table.


  • Due to reasons of nostalgia, we will try to return to the old AD&D style of multi-classing and dual-classing: Taking a new class resets you to level 1, you may regain the abilities of your old class when your new one has exceeded your original level. Non-Humans can multi-class, but  will logically advance slower in level. Also: "Why can dwarves be mages? How silly is that?" So there will probably be some sort of race-based class limitations.


.

crkrueger

Gonna run the Starter RAW and see how bad my teeth itch.  That'll give me enough to figure out if houseruling the system is worth it.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

Opaopajr

~ I want spell casting in combat able to be interrupted. I'm thinking of a Concentration check, CON save at DC 20 v. being whacked before your initiative. With my houserule of Prof. Bonus to every save (Adv to class saves), higher tier play will have closer to 50% success but otherwise emphasizes cover and allies.

~ I actually like the "Best 3 Outta 5" cumulative success Death Saves, a lot. It would make a great resource for future mechanics, like a Death Domain power I just made up: "All is Sweet in Death" As a Bonus Action, give a Death Save Failure to a dying creature within 30'.

~ Healing rate is too much for me, however I really do like HD as a resource to heal. First off, readjusting the defined period of Short and Long Rest seems like the fastest and least disruptive solution. Currently it is 1 hour Short Rest = spend available HD for heals, and 8 hour Long Rest = Full HP and 1/2 HD regen.

This is waaaaaaay too short for just about every setting I run, or plan to run. My time interval is Short Rest is 8 hours in a dangerous area, and Long Rest is 8 hours amid a safe, civilized area (town, large encampment, oasis). That helps emulate the stress of wilderness survival for my settings.

Further, going from 1 hour Short Rest to 8 at-risk hours Short Rest really tamps down on the Fighter's Second Wind, which I already have problems with. However, that Second Wind makes fighters most capable of staying out in wilderness for longer periods of time. It is a free HD heal every day instead of every other hour — bringing it down to merely very powerful from ba-roken.

Also I adjust Long Rest healing to 1 free HD heal, instead of full HP heal, while keeping the elegant 1/2 HD regen. This reduces healing in town to two or three days, which is still too short for me, but a far more manageable compromise. So those two things — readjust Rest Time definition and intervals, and crimp Long Rest full HP heal — goes a long way to repair this big problem for me.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

robiswrong

Quote from: CRKrueger;767610Gonna run the Starter RAW and see how bad my teeth itch.  That'll give me enough to figure out if houseruling the system is worth it.

I like this plan.

Marleycat

Quote from: Opaopajr;767907~ I want spell casting in combat able to be interrupted. I'm thinking of a Concentration check, CON save at DC 20 v. being whacked before your initiative. With my houserule of Prof. Bonus to every save (Adv to class saves), higher tier play will have closer to 50% success but otherwise emphasizes cover and allies.

~ I actually like the "Best 3 Outta 5" cumulative success Death Saves, a lot. It would make a great resource for future mechanics, like a Death Domain power I just made up: "All is Sweet in Death" As a Bonus Action, give a Death Save Failure to a dying creature within 30'.

~ Healing rate is too much for me, however I really do like HD as a resource to heal. First off, readjusting the defined period of Short and Long Rest seems like the fastest and least disruptive solution. Currently it is 1 hour Short Rest = spend available HD for heals, and 8 hour Long Rest = Full HP and 1/2 HD regen.

This is waaaaaaay too short for just about every setting I run, or plan to run. My time interval is Short Rest is 8 hours in a dangerous area, and Long Rest is 8 hours amid a safe, civilized area (town, large encampment, oasis). That helps emulate the stress of wilderness survival for my settings.

Further, going from 1 hour Short Rest to 8 at-risk hours Short Rest really tamps down on the Fighter's Second Wind, which I already have problems with. However, that Second Wind makes fighters most capable of staying out in wilderness for longer periods of time. It is a free HD heal every day instead of every other hour — bringing it down to merely very powerful from ba-roken.

Also I adjust Long Rest healing to 1 free HD heal, instead of full HP heal, while keeping the elegant 1/2 HD regen. This reduces healing in town to two or three days, which is still too short for me, but a far more manageable compromise. So those two things — readjust Rest Time definition and intervals, and crimp Long Rest full HP heal — goes a long way to repair this big problem for me.
8 hours for a short rest is far too long. 2 hours is plenty given the rules themselves are intended for no more then 2 in a day according to Mearls.
Don\'t mess with cats we kill wizards in one blow.;)

Opaopajr

Quote from: Marleycat;7679308 hours for a short rest is far too long. 2 hours is plenty given the rules themselves are intended for no more then 2 in a day according to Mearls.

I completely disagree. As it stands, even at 2 hours, it undermines how I manage my settings.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman