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Simple House Rules for 5e D&D

Started by Vic99, January 02, 2015, 10:48:47 AM

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Vic99

Getting ready to end a modern apocalyptic campaign I'm running in favor of starting 5e D&D.  Going to add a few house rules to the system:

1) A player having advantage and rolling two natural 20s will allow an extra effect, such as triple damage, instead of double on a critical hit.  Seems a shame to waste that extra 20 when it is so rare anyway.

2) Likewise, disadvantage with a roll of two natural 1s will produce a catastrophic effect.

3) Instead of unlimited cantrips, spell casters start with cantrip slots equal to level + ability modifier.  Since I haven't played this system yet, I may decide that unlimited cantrips is fine after seeing how cantrips work in practice and allow unlimited at level 2 or 3.

4) Since I like more challenge and realism (without going too far, really), hit point recovery will be 1 HP/level after a short rest and d4/level after a long rest.  Not going to deal with HD tracking.

What SIMPLE house rules have you implemented or seen used by your DM?  How has it worked?  I'm always open to new ideas, and especially interested in what has worked in practice.  Thanks.

Beagle

Quote from: Vic99;807378Instead of unlimited cantrips, spell casters start with cantrip slots equal to level + ability modifier.  Since I haven't played this system yet, I may decide that unlimited cantrips is fine after seeing how cantrips work in practice and allow unlimited at level 2 or 3.

We actually played with that rule (with the additional notion that a short rest is sufficient to regain cantrip slots) and the impact on the game isn't that great. It is not a bad idea, because some cantrips (especially prestidititation and thaumaturgy) can be overused if there is no cost whatsoever attached to them and I personally prefer my mages a bit less melodramatic.

Quote from: Vic99;807378What SIMPLE house rules have you implemented or seen used by your DM? How has it worked? I'm always open to new ideas, and especially interested in what has worked in practice. Thanks.

"Being grappled or restrained prevents the use of spells with somatic components". This turns grappling into something that is a bit more worthwhile and makes sure that the casters like to have bodyguards around. In practice, this increases the value of some spells, offers a new tactical opportunity for fighters (and the like) and has increased teamwork a bit, as it increases mutual dependency within the PC group.

Omega

Were I planning to neuter cantrips I'd just call for the removal of combat cantrips. Or reduce them all down to a d6 damage if kept.

Healing kits are needed for short rest HP recovery. (Thats in the DMG now.)

Long Rests considering shifting to having the players roll their total hit dice, or 1/2 total. Still undecided.

Detect Evil now actually detects... you know... evil. That one was an early one the players asked for as as was the ability was kinda useless.