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D&D 5E House Rules That Make The Game Better

Yergi

First Post
The way FATE does it is that you can spend a point to either roll again OR get a flat bonus to the roll. I've been muddling about with whether I want to offer that choice when I implement a FATE-style system when I begin running Princes of the Apocalypse.
 

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pukunui

Legend
The DM for the game hasn't chosen to do that. We discussed that possibility, but I think he wants to stick to RAW as much as possible.
Fair enough. And yeah, I like getting to roll two dice but sometimes I wish I could get a flat bonus instead.

The way FATE does it is that you can spend a point to either roll again OR get a flat bonus to the roll. I've been muddling about with whether I want to offer that choice when I implement a FATE-style system when I begin running Princes of the Apocalypse.
What would you make the flat bonus be? +2? +5? Something else?
 


pukunui

Legend
That's part of what I'm struggling with. I'm leaning towards +2 if I offer the option at all. +5 just seems too high.
I agree. While +5 might be what advantage translates to statistically, I can see my players always opting to take +5 over rolling a second die (they generally go for the safer options, like using point buy and fixed hit points rather than rolling). And yet, +2 seems so insignificant in comparison. A +2 on your roll means a lot more in FATE than it does in a d20 game, I think.

What about +3?
 


Bupp

Adventurer
Just remembered another...

Clerics, druids, paladins don't know the entire spell list. They have a number of known spells like a wizard does.

Adding the spells from the Elemental Evil Player's companion makes the druid list much longer, and I'm a fan of converting spells from previous editions, so the lists can get lengthy.
 

guachi

Hero
Clerics, druids, and paladins know their entire list (barring a DM stating otherwise). What they don't have is their entire list prepared. Their number of prepared spells is equal to casting ability modifier + level (half level for paladin).
 

Fion

Explorer
I only have a few house rules for my games, though I do toy with interesting ones I find around the web or that people bring to my table.

  • ASI's are decoupled from class and tied to over-all level. Fighters & Rogues still get their bonus ASI's from their class levels.
  • Bonus ability scores granted by races are open to be applied to any score. This buffs a few of the poorer races (like Dragonborn) and fixes something I've never liked about D&D.
  • Instead of a crit-fail system that punishes classes that have multiple attacks per round, players can receive Inspiration in exchange for 'calling' a crit-fail on an ability check, skill check or saving throw. They can do this once per encounter/scene.
  • Inspiration can be spent on drama cards at the cost of 1 for copper, 2 for silver, 3 for gold and 4 for platinum cards (increasing power and effect based on cost) that they can play at any time. These cards give bonuses in combat or alter a scene, grant bonuses, or let players drive narrative in new ways. For those interested, check them out, here: http://www.reddit.com/r/DnD/comments/2fvjky/5th_edition_drama_cards/
  • I've been trying to find a way to work an early-level bonus feat into the game. The focus on maxing ASI's is limiting potential variety in character advancement. I've toyed with everyone getting one at 1st level but dislike it, even free feats when the party reaches a major milestone in the campaign. I've yet to find the sweet spot.
 
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delericho

Legend
Clerics, druids, paladins don't know the entire spell list. They have a number of known spells like a wizard does.

The problem with that approach is that quite a lot of the C/D/P spells are of very specific utility - you wouldn't want to waste one of a very few "spells known" slots on them, but when that one time comes that you want to cast them they really 'should' be available.

Of course, you could always restrict them to a fairly big "spells known" list - say double the number the Wizard gets automatically?

Adding the spells from the Elemental Evil Player's companion makes the druid list much longer, and I'm a fan of converting spells from previous editions, so the lists can get lengthy.

One possibility is to make the PHB spells the common ones that all C/D/P know, and let anything else be secret knowledge that they can learn if they find them but don't know automatically. That way you get the best of both worlds - a limited core list, plus also a form of cool new treasure for those characters (the chance to learn a new spell).
 

77IM

Explorer!!!
Supporter
Inspiration can be spent on drama cards at the cost of 1 for copper, 2 for silver, 3 for gold and 4 for platinum cards (increasing power and effect based on cost) that they can play at any time. These cards give bonuses in combat or alter a scene, grant bonuses, or let players drive narrative in new ways. For those interested, check [here].
...Where? (I am interested.)
I've been trying to find a way to work an early-level bonus feat into the game. The focus on maxing ASI's is limiting potential variety in character advancement. I've toyed with everyone getting one at 1st level but dislike it, even free feats when the party reaches a major milestone in the campaign. I've yet to find the sweet spot.
In my current campaign, I allowed people to trade 2 ability score points at character creation for 1 feat. It's more powerful than normal feat acquisition because players trade away their dump-stats instead of their best stats (which is what they would be spending ASI on), but it's still not "free." In hindsight, trading away 3 ability score points would be more balanced, and more in line with the human variant (who loses 4 ability score points, but gets a feat plus a skill).

I also allow PCs to spend downtime training to gain skills, feats, weapon and armor proficiencies, and spells. I dramatically reduced training time, but increased cost (especially for feats and spells). Basically it turns training into a money-sink and additional level of character customization.
 

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