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<blockquote data-quote="S'mon" data-source="post: 6618535" data-attributes="member: 463"><p>Ease of house ruling is a major strength of 5e. It can be easily tweaked to get the feel you want, and this is officially encouraged.</p><p></p><p>Two that I do:</p><p></p><p>1. Group init roll - single d20 roll by side, but *add individual init mods*. Gives the best of both worlds; fast PCs still have an advantage but it resolves very quickly and the PCs will usually be acting en masse as a team, not as dissociated individuals. This makes tactical coordination, including retreat, far far easier. Going forward I'm planning to use this in all future campaigns, it is possibly the best house rule I've ever come up with. </p><p></p><p>2. Negative hit points, not death saves - Your hp can go negative and you die at negative hp = your max hp. No healing from 0. Attacks vs helpless are auto-crit, but no death saves. In practice this MASSIVELY ENHANCES PC survivability, because (a) monsters chewing on helpless PCs will often take several rounds to kill them and (b) without pop-up PCs or fast kills, intelligent monsters have no incentive to target the fallen, so they focus on PCs still standing. And w/out death saves, in case of a lost battle PCs will often be captured, not killed. I do use a death save after 1 hour unconscious - pass and you have short rested & can spend hit dice to recover, fail & we roll again in 1 hour, you only die after 3 consecutive fails. Also if you were taken to 0 by a crit from a piercing or slashing weapon you are bleeding out & I'll use the RAW.</p><p></p><p>What do you do that you've found has worked really well?</p></blockquote><p></p>
[QUOTE="S'mon, post: 6618535, member: 463"] Ease of house ruling is a major strength of 5e. It can be easily tweaked to get the feel you want, and this is officially encouraged. Two that I do: 1. Group init roll - single d20 roll by side, but *add individual init mods*. Gives the best of both worlds; fast PCs still have an advantage but it resolves very quickly and the PCs will usually be acting en masse as a team, not as dissociated individuals. This makes tactical coordination, including retreat, far far easier. Going forward I'm planning to use this in all future campaigns, it is possibly the best house rule I've ever come up with. 2. Negative hit points, not death saves - Your hp can go negative and you die at negative hp = your max hp. No healing from 0. Attacks vs helpless are auto-crit, but no death saves. In practice this MASSIVELY ENHANCES PC survivability, because (a) monsters chewing on helpless PCs will often take several rounds to kill them and (b) without pop-up PCs or fast kills, intelligent monsters have no incentive to target the fallen, so they focus on PCs still standing. And w/out death saves, in case of a lost battle PCs will often be captured, not killed. I do use a death save after 1 hour unconscious - pass and you have short rested & can spend hit dice to recover, fail & we roll again in 1 hour, you only die after 3 consecutive fails. Also if you were taken to 0 by a crit from a piercing or slashing weapon you are bleeding out & I'll use the RAW. What do you do that you've found has worked really well? [/QUOTE]
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