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What are your 5e houserules
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<blockquote data-quote="Musing Mage" data-source="post: 8597801" data-attributes="member: 7025552"><p>I may have gone a little overboard on my brainstorm of house rules when starting my 5e game, but the game has been running for 7 months now and so far so good. I am monitoring the practicality and play value. The intent is a more pared back and challenging game with an old school feel.</p><p></p><ul> <li data-xf-list-type="ul">PHB options only. No expansions.</li> <li data-xf-list-type="ul">3d6 per attribute at character generation. (assign as desired)</li> <li data-xf-list-type="ul">Players may choose to multiclass OR take feats, but not both.</li> <li data-xf-list-type="ul">Con bonuses to HP only apply once with first hit die, not each level. (this also applies to monsters)</li> <li data-xf-list-type="ul">1st level Hit points are maxed as per PHB, but subsequent levels are rolled with no option of taking average.</li> <li data-xf-list-type="ul">Arcane casters must make an intellect check with proficiency (DC 12 + spell level) to see if they're able to learn a spell. Failure means that spell cannot be learned until their proficiency rating changes, at which point they may try again.</li> <li data-xf-list-type="ul">Divine casters must make a wisdom plus proficiency faith roll (DC 8 + spell level) in order to cast their spells. Failure means spell slot is still used.</li> <li data-xf-list-type="ul">Non-proficient characters attempting a skill have the DC increased by 5.</li> <li data-xf-list-type="ul">Cantrip castings are limited to the characters's proficiency bonus plus their level per long rest. As a bonus action, characters may use a spell slot to recover a # of cantrips = to their proficiency modifier times the spell slot used.</li> <li data-xf-list-type="ul">Death save failures linger until you remove them during long rests. Until you do, you are at disadvantage for all attacks, saves, and skills.</li> <li data-xf-list-type="ul">Short rest healing allows for maximum one (1) hit die worth of HP, and only IF a successful DC15 medicine check is made by the character or someone tending to them.</li> <li data-xf-list-type="ul">Long rest healing gives an option of one of the following: 1 hit die worth of HP + CON modifier (no medicine check needed); or remove lingering effect (necrotic HP loss, death save failure, level of exhaustion etc); or recover 1/2 of your expended hit dice. Additionally, the short rest option of a hit die with a medicine check is possible on top of the long rest healing effect chosen by the character.</li> </ul><p></p><p>Class specific tweaks:</p><ul> <li data-xf-list-type="ul">Berserker - When entering frenzy gains temporary HP equal to Con modifier times level (minimum 1/level in any case). While in a frenzied state, barbarian cannot always tell friend from foe - they will always target the nearest figure. A successful wisdom roll is needed to ignore a friend. They stay on a figure until the figure is dead/downed.</li> <li data-xf-list-type="ul">Battlemasters - may add intellect modifier to Superiority dice rolls.</li> <li data-xf-list-type="ul">Monk - May add wisdom modifier to ki points. Way of 4 elements monk - starts with Elemental attunement plus two. Elemental attunement becomes a class feature and cannot be traded out.</li> <li data-xf-list-type="ul">Rangers (both) - Once per round in <em>melee</em> against favoured enemies, may multiply weapon damage dice by their proficiency bonus. Must be declared before the attack. Beastmaster ranger pets may use this feature as well.</li> <li data-xf-list-type="ul">Wizard - Wizards roll at advantage when attempting to learn a spell from their school.</li> </ul></blockquote><p></p>
[QUOTE="Musing Mage, post: 8597801, member: 7025552"] I may have gone a little overboard on my brainstorm of house rules when starting my 5e game, but the game has been running for 7 months now and so far so good. I am monitoring the practicality and play value. The intent is a more pared back and challenging game with an old school feel. [LIST] [*]PHB options only. No expansions. [*]3d6 per attribute at character generation. (assign as desired) [*]Players may choose to multiclass OR take feats, but not both. [*]Con bonuses to HP only apply once with first hit die, not each level. (this also applies to monsters) [*]1st level Hit points are maxed as per PHB, but subsequent levels are rolled with no option of taking average. [*]Arcane casters must make an intellect check with proficiency (DC 12 + spell level) to see if they're able to learn a spell. Failure means that spell cannot be learned until their proficiency rating changes, at which point they may try again. [*]Divine casters must make a wisdom plus proficiency faith roll (DC 8 + spell level) in order to cast their spells. Failure means spell slot is still used. [*]Non-proficient characters attempting a skill have the DC increased by 5. [*]Cantrip castings are limited to the characters's proficiency bonus plus their level per long rest. As a bonus action, characters may use a spell slot to recover a # of cantrips = to their proficiency modifier times the spell slot used. [*]Death save failures linger until you remove them during long rests. Until you do, you are at disadvantage for all attacks, saves, and skills. [*]Short rest healing allows for maximum one (1) hit die worth of HP, and only IF a successful DC15 medicine check is made by the character or someone tending to them. [*]Long rest healing gives an option of one of the following: 1 hit die worth of HP + CON modifier (no medicine check needed); or remove lingering effect (necrotic HP loss, death save failure, level of exhaustion etc); or recover 1/2 of your expended hit dice. Additionally, the short rest option of a hit die with a medicine check is possible on top of the long rest healing effect chosen by the character. [/LIST] Class specific tweaks: [LIST] [*]Berserker - When entering frenzy gains temporary HP equal to Con modifier times level (minimum 1/level in any case). While in a frenzied state, barbarian cannot always tell friend from foe - they will always target the nearest figure. A successful wisdom roll is needed to ignore a friend. They stay on a figure until the figure is dead/downed. [*]Battlemasters - may add intellect modifier to Superiority dice rolls. [*]Monk - May add wisdom modifier to ki points. Way of 4 elements monk - starts with Elemental attunement plus two. Elemental attunement becomes a class feature and cannot be traded out. [*]Rangers (both) - Once per round in [I]melee[/I] against favoured enemies, may multiply weapon damage dice by their proficiency bonus. Must be declared before the attack. Beastmaster ranger pets may use this feature as well. [*]Wizard - Wizards roll at advantage when attempting to learn a spell from their school. [/LIST] [/QUOTE]
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