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What are your 5e houserules
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<blockquote data-quote="toucanbuzz" data-source="post: 8597835" data-attributes="member: 19270"><p style="text-align: center">HOUSE RULES 5E</p><p></p><p><em>Note: I'm adopting many of the Level up 5E (A5E) rules (Kickstarter), which fix the need for quite a few house rules. The below is 5E fixes. List is much shorter with A5E.</em></p><p></p><p><strong>NEWish</strong></p><p><strong></strong></p><p><strong>Initiative:</strong> replaced with <strong>dynamic initiative. </strong><em>Declare action each round, action determines the die you roll for initiative. Have discussed this ad nauseum on forums but it makes our gameplay run faster and smoother. Per Colville's YouTube video, your table may vary. Rules are not in this thread.</em></p><p></p><p><strong>Death Saves: </strong>replaced with <strong>Vitality </strong>(at 0hp, Concentration save to keep upright with severe penalties to effectiveness, dead when reaching your starting HP). <em>Ditto. Rules are not in this thread, but purpose is to fix the RAW idea a dagger hit by a kobold when at 0hp counts the same as being hit by Thor's Hammer dealing 10,000 damage.</em></p><p></p><p><strong>Encumbrance: </strong>slot based using optional encumbrance rules, rounded. The dwarven racial feature reduces the speed penalty by 10’. <em>Ditto. We have a 3rd edition picture of a warrior with all his gear and an arrow pointing to each slot. I really don't know why 5E didn't just go this route...</em></p><p></p><p><strong>Rangers. </strong><em>Yeah, people say you suck at combat, but this "auto-win" stuff removes a challenging part of the game. </em>Forage advantage, not auto success. Companions still affected by difficult terrain. Outlander background, advantage on foraging.</p><p></p><p><strong>Combat</strong></p><p><strong></strong></p><p><strong>Critical Hits:</strong> maximize first weapon/spell damage roll.</p><p></p><p><strong>Flanking.</strong> +1 attack for each flanking creature, max +8.</p><p></p><p><strong>Healing Potions. </strong>Self as bonus action. On others Action that triggers AOO.</p><p></p><p><strong>Reach AOO: </strong>if you have 10’+ reach or Polearm Master weapon and foe does not, can make AOO when they move into your threat zone</p><p></p><p><strong>Saving Throws: </strong>may voluntarily fail as if you rolled a 1.</p><p></p><p><strong>Equipment / Weapons</strong></p><p></p><p>Armor/Weapon Options. <em>Expanded with unique materials, such as Darksteel or Abyssal Iron. You can improve items to masterwork (adds a property) with gold.</em></p><p></p><p>Bows. Apply negative STR modifier to damage. Longbows use STR modifier.</p><p></p><p>Crossbow. Advantage to damage rolls range 30’ or less. May declare the Ready Action to fire an aimed, loaded crossbow out of combat <em>(target must already be in sights, cannot declare you’ll fire at the first threat you see).</em></p><p></p><p><strong>Feats</strong></p><p></p><p><em>Crossbow Expert, </em>replace Loading benefit with 1 extra damage die, second line no disadvantage applies only “when using a crossbow.”</p><p></p><p><em>Polearm Master, </em>with new reach rule, first use doesn’t cost a reaction</p><p></p><p><em>Sharpshooter, </em>remove “ignores cover” feature.</p><p></p><p><strong>Monsters</strong></p><p></p><p>Some monsters may have “old school” powers that do not match their 5E monster manual conversion or follow character rules, if you’re looking at the books. For example, golems were created to be immune to nearly any type of magic, and some creatures can only be harmed by specific materials. <em>This is meant to provide more challenging combats (where monsters are more than large bags of hit points), encourage diversity (a one-trick pony character may do well until they hit something that doesn’t respond to that trick), and maybe throw in a surprise now and then.</em></p><p></p><p>Undead are scary. There is no save to undead drain effects.</p><p></p><p><strong>Skills</strong></p><p></p><p>DC20+. To succeed must be proficient in skill.</p><p></p><p>Disable Traps. Only a Rogue can disable DC15+ traps with a tool. <em>Meant to preserve the original niche of the rogue in a D&D party.</em></p><p></p><p>Help. Requires proficiency to aid another, DM discretion. No threat, CR0, cannot Help in combat.</p><p></p><p><strong>Spells</strong></p><p><strong></strong></p><p><strong>Raise Dead ritual (Mercer).</strong> DC 10 + 1 for each time previously raised, player tracks on sheet. If fail, character’s soul is lost and permanently dead. Up to 3 can assist with skill checks (type and DC vary by DM discretion, such as Religion to offer a prayer). Each success adds +3 to the roll, each failure -1.</p><ul> <li data-xf-list-type="ul"><em>True Resurrection </em>or <em>Wish </em>bypass this check and can restore lost souls.</li> <li data-xf-list-type="ul"><em>Revivify </em>requires roll but without aid. Failure counts as +1 time previously raised but the soul is not lost</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Banned: </strong><em>Healing Spirit </em>(<em>XGE</em>).</li> <li data-xf-list-type="ul"><strong>Altered: </strong>Conjure spells, remove 4-8 option. <em>Speeds up gameplay.</em></li> <li data-xf-list-type="ul"><strong>Altered:</strong> <em>Stoneskin </em>requires no concentration.</li> <li data-xf-list-type="ul"><strong>Altered: </strong><em>Tiny Hut </em>creates a weather-resistant bubble that creatures and items can pass, not a force field.</li> <li data-xf-list-type="ul"><strong>Altered: </strong><em>Goodberry </em>requires real berries as a component and transmutes up to 8 berries. Eating one provides the equivalent of 1 pound of food for nourishment.</li> </ul><p><strong>Survival</strong></p><p></p><p>Food requirement. Medium creatures require 2 lbs. of food per day, not 1. This is scaled up for large creatures (e.g. 8 lbs.) and so on. <em>It's silly that medium creatures could survive on 1 lbs. of food. With slot encumbrance, players must decide what to bring or perhaps invest in a cart or hirelings for long expeditions.</em></p><p></p><p>Starvation. Eating once no longer removes all “days without food” condition. Instead, each full day of food removes up to 2 “days without food.” Until “days without food” reaches 0, you have a level of exhaustion that cannot be removed. <em>Fixes the loophole.</em></p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 8597835, member: 19270"] [CENTER]HOUSE RULES 5E[/CENTER] [I]Note: I'm adopting many of the Level up 5E (A5E) rules (Kickstarter), which fix the need for quite a few house rules. The below is 5E fixes. List is much shorter with A5E.[/I] [B]NEWish Initiative:[/B] replaced with [B]dynamic initiative. [/B][I]Declare action each round, action determines the die you roll for initiative. Have discussed this ad nauseum on forums but it makes our gameplay run faster and smoother. Per Colville's YouTube video, your table may vary. Rules are not in this thread.[/I] [B]Death Saves: [/B]replaced with [B]Vitality [/B](at 0hp, Concentration save to keep upright with severe penalties to effectiveness, dead when reaching your starting HP). [I]Ditto. Rules are not in this thread, but purpose is to fix the RAW idea a dagger hit by a kobold when at 0hp counts the same as being hit by Thor's Hammer dealing 10,000 damage.[/I] [B]Encumbrance: [/B]slot based using optional encumbrance rules, rounded. The dwarven racial feature reduces the speed penalty by 10’. [I]Ditto. We have a 3rd edition picture of a warrior with all his gear and an arrow pointing to each slot. I really don't know why 5E didn't just go this route...[/I] [B]Rangers. [/B][I]Yeah, people say you suck at combat, but this "auto-win" stuff removes a challenging part of the game. [/I]Forage advantage, not auto success. Companions still affected by difficult terrain. Outlander background, advantage on foraging. [B]Combat Critical Hits:[/B] maximize first weapon/spell damage roll. [B]Flanking.[/B] +1 attack for each flanking creature, max +8. [B]Healing Potions. [/B]Self as bonus action. On others Action that triggers AOO. [B]Reach AOO: [/B]if you have 10’+ reach or Polearm Master weapon and foe does not, can make AOO when they move into your threat zone [B]Saving Throws: [/B]may voluntarily fail as if you rolled a 1. [B]Equipment / Weapons[/B] Armor/Weapon Options. [I]Expanded with unique materials, such as Darksteel or Abyssal Iron. You can improve items to masterwork (adds a property) with gold.[/I] Bows. Apply negative STR modifier to damage. Longbows use STR modifier. Crossbow. Advantage to damage rolls range 30’ or less. May declare the Ready Action to fire an aimed, loaded crossbow out of combat [I](target must already be in sights, cannot declare you’ll fire at the first threat you see).[/I] [B]Feats[/B] [I]Crossbow Expert, [/I]replace Loading benefit with 1 extra damage die, second line no disadvantage applies only “when using a crossbow.” [I]Polearm Master, [/I]with new reach rule, first use doesn’t cost a reaction [I]Sharpshooter, [/I]remove “ignores cover” feature. [B]Monsters[/B] Some monsters may have “old school” powers that do not match their 5E monster manual conversion or follow character rules, if you’re looking at the books. For example, golems were created to be immune to nearly any type of magic, and some creatures can only be harmed by specific materials. [I]This is meant to provide more challenging combats (where monsters are more than large bags of hit points), encourage diversity (a one-trick pony character may do well until they hit something that doesn’t respond to that trick), and maybe throw in a surprise now and then.[/I] Undead are scary. There is no save to undead drain effects. [B]Skills[/B] DC20+. To succeed must be proficient in skill. Disable Traps. Only a Rogue can disable DC15+ traps with a tool. [I]Meant to preserve the original niche of the rogue in a D&D party.[/I] Help. Requires proficiency to aid another, DM discretion. No threat, CR0, cannot Help in combat. [B]Spells Raise Dead ritual (Mercer).[/B] DC 10 + 1 for each time previously raised, player tracks on sheet. If fail, character’s soul is lost and permanently dead. Up to 3 can assist with skill checks (type and DC vary by DM discretion, such as Religion to offer a prayer). Each success adds +3 to the roll, each failure -1. [LIST] [*][I]True Resurrection [/I]or [I]Wish [/I]bypass this check and can restore lost souls. [*][I]Revivify [/I]requires roll but without aid. Failure counts as +1 time previously raised but the soul is not lost [/LIST] [LIST] [*][B]Banned: [/B][I]Healing Spirit [/I]([I]XGE[/I]). [*][B]Altered: [/B]Conjure spells, remove 4-8 option. [I]Speeds up gameplay.[/I] [*][B]Altered:[/B] [I]Stoneskin [/I]requires no concentration. [*][B]Altered: [/B][I]Tiny Hut [/I]creates a weather-resistant bubble that creatures and items can pass, not a force field. [*][B]Altered: [/B][I]Goodberry [/I]requires real berries as a component and transmutes up to 8 berries. Eating one provides the equivalent of 1 pound of food for nourishment. [/LIST] [B]Survival[/B] Food requirement. Medium creatures require 2 lbs. of food per day, not 1. This is scaled up for large creatures (e.g. 8 lbs.) and so on. [I]It's silly that medium creatures could survive on 1 lbs. of food. With slot encumbrance, players must decide what to bring or perhaps invest in a cart or hirelings for long expeditions.[/I] Starvation. Eating once no longer removes all “days without food” condition. Instead, each full day of food removes up to 2 “days without food.” Until “days without food” reaches 0, you have a level of exhaustion that cannot be removed. [I]Fixes the loophole.[/I] [/QUOTE]
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