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Common Houserules?
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<blockquote data-quote="cooperjer" data-source="post: 7444100" data-attributes="member: 6862150"><p>I have a list of about 45 house rules; however, about half of them are to address my players concerns with particular sub-classes and weapon damage for fighting styles. The house rule that I use most often is related to critical hits and critical misses. For a critical hit I use max die damage plus one roll of the dice. For instance a dagger in the hand of creature with a +2 dex bonus and a critical hit deals 4+2+1d4 piercing damage. The net result of this change is a slight increase in damage per round for the Champion Fighter subclass, but none of my players are playing that, so it doesn't matter. For the critical miss, I crafted a table that has 21 lines of options and have a player roll 3d8. The options were inspired by Monty Cook's Numenera critical miss cards and shift the game play by adding a complication to the combat. I also grant two inspiration to the PCs (one for the active player and pass one to an ally) if they are willing to roll on the critical fail table.</p><p></p><p>There are some pet peeve rules in the game that I've adjusted. One is the disadvantage to ranged attacks against prone creatures. In my opinion, a prone giant is still large enough to hit with no disadvantage applied. I've also modified the falling rules because a long fall (greater than 30-ft) is not threatening to medium / high level characters, and barbarians can use rage to prevent the bludgeoning damage.</p></blockquote><p></p>
[QUOTE="cooperjer, post: 7444100, member: 6862150"] I have a list of about 45 house rules; however, about half of them are to address my players concerns with particular sub-classes and weapon damage for fighting styles. The house rule that I use most often is related to critical hits and critical misses. For a critical hit I use max die damage plus one roll of the dice. For instance a dagger in the hand of creature with a +2 dex bonus and a critical hit deals 4+2+1d4 piercing damage. The net result of this change is a slight increase in damage per round for the Champion Fighter subclass, but none of my players are playing that, so it doesn't matter. For the critical miss, I crafted a table that has 21 lines of options and have a player roll 3d8. The options were inspired by Monty Cook's Numenera critical miss cards and shift the game play by adding a complication to the combat. I also grant two inspiration to the PCs (one for the active player and pass one to an ally) if they are willing to roll on the critical fail table. There are some pet peeve rules in the game that I've adjusted. One is the disadvantage to ranged attacks against prone creatures. In my opinion, a prone giant is still large enough to hit with no disadvantage applied. I've also modified the falling rules because a long fall (greater than 30-ft) is not threatening to medium / high level characters, and barbarians can use rage to prevent the bludgeoning damage. [/QUOTE]
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