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<blockquote data-quote="Tormyr" data-source="post: 7444500" data-attributes="member: 6776887"><p>I am with [MENTION=1465]Li Shenron[/MENTION]: try vanilla 5e for a while first, get used to it, make changes or add optional books like Xanathar's as appropriate. Also as mentioned before, 5e is fairly well balanced out of the box. So different DMs have different things that they don't like (certain feats, gnomes, paladins, gnomish paladins, etc.), but there is not really a universal "apply this list of fixes" which has made me pretty happy. As for house rules in my game:</p><p></p><p><strong>A chance of failure when bringing back the dead.</strong> Once a party reaches level 5 and gets access to <em>revivify</em>, death is likely not permanent. In my 3-year 5e Age of Worms campaign, I really only had 1 permanent death, and that required having a large creature swallow the unconscious PC and talk his body away into the darkness to return as a favored spawn of Kyuss. I have adopted Matt Mercer's resurrection rules. <a href="https://geekandsundry.com/use-critical-roles-resurrection-rules-in-your-own-campaign/" target="_blank">https://geekandsundry.com/use-critical-roles-resurrection-rules-in-your-own-campaign/</a> They add a chance of failure, allow other party members to contribute to the resurrection process, and make resurrection more difficult the more times you bring someone back from the dead.</p><p></p><p><strong>More perilous falls.</strong> Falling is a fairly low danger in 5e, especially once a party hits about 10th level. Damage caps at 70 (20d6) after 200 feet. This meant that in my campaigns, a PC could fall 1,500 feet and walk away with just the damage. So I looked into how fast a 6-foot tall person falls at various distances and wrote up a table. <a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1410" target="_blank">http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1410</a> Falling does slightly more damage, hitting 93 damage at 200 feet instead of 70 (20d6), but the damage keeps on going until the creature hits terminal velocity at 1500 feet (174 damage for a Medium creature). This damage is enough to knock most high-level characters out and kill outright some medium characters. It is offset by allowing the creature to use its reaction to break their fall, reducing the fall damage by the value of a Dexterity (Acrobatics) check. A creature that jumps down on purpose has advantage on the check. In this way, a commoner can die from a 10 foot fall but also has a 50% chance to take no damage with a 10 or better Dexterity (Acrobatics) check, and very high-level creatures have a chance to scrape themselves off the pavement even after reaching terminal velocity.</p><p></p><p>This got used in our game last Sunday. The 4th-level party was traversing a stone bridge that had known weak spots that would give way. In the midst of combat, one PC (monk 3 / rogue 1) missed a square and ran through it. He failed the Dexterity saving throw and fell through the hole 60 feet to the ground below. This would do 45 damage, and his Dexterity (Acrobatics) check was only an 8. The resulting 37 damage knocked him out on landing, and he was in the midst of flaming brush and caught on fire. The bard dashed across the bridge and leaned through the hole to cast <em>healing word</em>, giving the first PC the chance to get to a safe spot and put out the flames.</p><p></p><p>The regular rules would have him take 21 (6d6) damage, which he might have been able to just walk away from.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 7444500, member: 6776887"] I am with [MENTION=1465]Li Shenron[/MENTION]: try vanilla 5e for a while first, get used to it, make changes or add optional books like Xanathar's as appropriate. Also as mentioned before, 5e is fairly well balanced out of the box. So different DMs have different things that they don't like (certain feats, gnomes, paladins, gnomish paladins, etc.), but there is not really a universal "apply this list of fixes" which has made me pretty happy. As for house rules in my game: [B]A chance of failure when bringing back the dead.[/B] Once a party reaches level 5 and gets access to [I]revivify[/I], death is likely not permanent. In my 3-year 5e Age of Worms campaign, I really only had 1 permanent death, and that required having a large creature swallow the unconscious PC and talk his body away into the darkness to return as a favored spawn of Kyuss. I have adopted Matt Mercer's resurrection rules. [url]https://geekandsundry.com/use-critical-roles-resurrection-rules-in-your-own-campaign/[/url] They add a chance of failure, allow other party members to contribute to the resurrection process, and make resurrection more difficult the more times you bring someone back from the dead. [B]More perilous falls.[/B] Falling is a fairly low danger in 5e, especially once a party hits about 10th level. Damage caps at 70 (20d6) after 200 feet. This meant that in my campaigns, a PC could fall 1,500 feet and walk away with just the damage. So I looked into how fast a 6-foot tall person falls at various distances and wrote up a table. [url]http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1410[/url] Falling does slightly more damage, hitting 93 damage at 200 feet instead of 70 (20d6), but the damage keeps on going until the creature hits terminal velocity at 1500 feet (174 damage for a Medium creature). This damage is enough to knock most high-level characters out and kill outright some medium characters. It is offset by allowing the creature to use its reaction to break their fall, reducing the fall damage by the value of a Dexterity (Acrobatics) check. A creature that jumps down on purpose has advantage on the check. In this way, a commoner can die from a 10 foot fall but also has a 50% chance to take no damage with a 10 or better Dexterity (Acrobatics) check, and very high-level creatures have a chance to scrape themselves off the pavement even after reaching terminal velocity. This got used in our game last Sunday. The 4th-level party was traversing a stone bridge that had known weak spots that would give way. In the midst of combat, one PC (monk 3 / rogue 1) missed a square and ran through it. He failed the Dexterity saving throw and fell through the hole 60 feet to the ground below. This would do 45 damage, and his Dexterity (Acrobatics) check was only an 8. The resulting 37 damage knocked him out on landing, and he was in the midst of flaming brush and caught on fire. The bard dashed across the bridge and leaned through the hole to cast [I]healing word[/I], giving the first PC the chance to get to a safe spot and put out the flames. The regular rules would have him take 21 (6d6) damage, which he might have been able to just walk away from. [/QUOTE]
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