I am very happy so far with how easy it looks to put in house rules for 5e. In 1st and 2nd ed I always played with house rules. Less so in 3rd ed. And 4th ed was very hard to house rule, at least for me.
So far I am looking at using the following house rules:
Hit Points – no longer add Constitution modifier per level
1st to 4th level: add Constitution Modifier
5th to 9th level: add 2x Constitution Modifier
10th to 14th level: add 3x Constitution Modifier
15th to 19th level: add 4x Constitution Modifier
20th level: add 5x Constitution Modifier
Armor Class Proficiencies effect AC
*All Classes have the unarmored proficiency, adding proficiency bonus to AC when unarmored
1 add proficiency bonus if proficient with light armor
2 add proficiency bonus if proficient with medium armor
3 add proficiency bonus if proficient with heavy armor
4 add ½ proficiency bonus (round up) if proficient with shields
Allow Characters to perform combat stunts as Bonus Actions.
To use a combat stunt the character must make a skill check, difficulty set by GM or in some cases will be an opposed roll
Example combat stunts - throw sand in an opponents eyes to temporarily blind them - this may be an opposed check vs the opponents dexterity - if successful the opponent is blinded until the next round
I am also playing with the idea of spellcasters having fewer spell slots, and the spell slots scaling with the caster (in many ways like 13th age spell slots) but this may require some adjustments to spell power/damage - particularly at higher levels.
I am curious to see what house rules others are looking at possibly using with 5e.
So far I am looking at using the following house rules:
Hit Points – no longer add Constitution modifier per level
1st to 4th level: add Constitution Modifier
5th to 9th level: add 2x Constitution Modifier
10th to 14th level: add 3x Constitution Modifier
15th to 19th level: add 4x Constitution Modifier
20th level: add 5x Constitution Modifier
Armor Class Proficiencies effect AC
Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
Unarmored* | - | 8 + Dex modifier* | - | - | - |
Light Armor | |||||
Padded | 5gp | 9+ Dex modifier1 | - | Disadvantage | 8lb |
Leather | 10gp | 9+ Dex modifier1 | - | - | 10 lb |
Studded Leather | 45gp | 10+ Dex modifier1 | - | - | 13 lb |
Medium Armor | |||||
Hide | 10gp | 10+ Dex modifier (max 2)2 | - | - | 12 lb |
Chain Shirt | 50gp | 11+ Dex modifier (max 2) 2 | - | - | 20 lb |
Scale Mail | 50gp | 12+ Dex modifier (max 2) 2 | - | Disadvantage | 40 lb |
Breastplate | 400gp | 12+ Dex modifier (max 2) 2 | - | - | 20 lb |
Half Plate | 750gp | 13+ Dex modifier (max 2) 2 | - | Disadvantage | 40 lb |
Heavy Armor | |||||
Ring Mail | 30 gp | 123 | - | Disadvantage | 40 lb |
Chain Mail | 75 gp | 143 | Str 13 | Disadvantage | 55 lb |
Splint | 200 gp | 153 | Str 15 | Disadvantage | 60 lb |
Plate | 1500 gp | 163 | Str 15 | Disadvantage | 65 lb |
Shield | |||||
Shield | 10 gp | +14 | - | - | 6 lb |
1 add proficiency bonus if proficient with light armor
2 add proficiency bonus if proficient with medium armor
3 add proficiency bonus if proficient with heavy armor
4 add ½ proficiency bonus (round up) if proficient with shields
Allow Characters to perform combat stunts as Bonus Actions.
To use a combat stunt the character must make a skill check, difficulty set by GM or in some cases will be an opposed roll
Example combat stunts - throw sand in an opponents eyes to temporarily blind them - this may be an opposed check vs the opponents dexterity - if successful the opponent is blinded until the next round
I am also playing with the idea of spellcasters having fewer spell slots, and the spell slots scaling with the caster (in many ways like 13th age spell slots) but this may require some adjustments to spell power/damage - particularly at higher levels.
I am curious to see what house rules others are looking at possibly using with 5e.