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What are your 5e houserules
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<blockquote data-quote="pukunui" data-source="post: 8597849" data-attributes="member: 54629"><p>I used to be really into house rules, but these days I find it easier just to hew as closely to RAW as possible, especially since one of my groups is still fairly casual/noobish and the other group is pretty high-tech with all the PCs on D&D Beyond, where it's somewhat finicky to implement some house rules.</p><p></p><p>Also, I sometimes use different house rules for different campaigns depending on the theme and such.</p><p></p><p>Ones that I frequently use across campaigns include:</p><ul> <li data-xf-list-type="ul">Dragonborn get 60-foot darkvision.</li> <li data-xf-list-type="ul">Rangers must use the Deft Explorer, Favored Foe, Primal Awareness, and Nature's Veil class features from Tasha's.</li> <li data-xf-list-type="ul">Wild magic sorcerers get to roll on the Wild Magic Surge table if the number they roll on the d20 is equal to or less than the level of the spell slot they used to cast the spell.</li> <li data-xf-list-type="ul">No death clerics, twilight clerics, conquest paladins, oathbreaker paladins, gloom stalker rangers, assassin rogues, fiend pact warlocks, or necromancy wizards.</li> <li data-xf-list-type="ul">All dragons have the Alert feat.</li> </ul><p>Other house rules I've used in some campaigns include:</p><ul> <li data-xf-list-type="ul">+1 language, tool, or Int-based skill per +1 Intelligence bonus</li> <li data-xf-list-type="ul">no <em>darkness </em>+ Devil's Sight with warlocks</li> <li data-xf-list-type="ul">a long rest only gives you level + Con mod HP back</li> </ul><p></p><p>I would class these more as table rules than house rules but they are pretty standard in all my campaigns:</p><ul> <li data-xf-list-type="ul">Ability scores are determined using standard array or point buy. No rolling.</li> <li data-xf-list-type="ul">Gear = class and background packages. No rolling for gold / BYO gear.</li> <li data-xf-list-type="ul">PCs must be team players.</li> <li data-xf-list-type="ul">If your PC dies and you have to make a new one, they will be the same level as the rest of the party.</li> <li data-xf-list-type="ul">PCs gain fixed hit points at level-up. No rolling for HP.</li> <li data-xf-list-type="ul">Each PC starts the session with inspiration. The player decides when to use it. If a players uses inspiration and wants to get it again, they can make a case for it based on the application of one of their PC's traits. (I used to require that players had to "invoke" their traits to use inspiration FATE-style, but most of my players didn't understand and so I gave up on that.)</li> </ul><p></p><p>I also tend to use the following optional rules and rules variants:</p><ul> <li data-xf-list-type="ul">Equipment Sizes (PHB)</li> <li data-xf-list-type="ul">Feats (PHB)</li> <li data-xf-list-type="ul">Multiclassing (PHB)</li> <li data-xf-list-type="ul">Skills with Different Abilities (PHB)</li> <li data-xf-list-type="ul">Variant human (PHB)</li> <li data-xf-list-type="ul">Additional Action Options (DMG; except marking)</li> <li data-xf-list-type="ul">Degrees of Failure (DMG)</li> <li data-xf-list-type="ul">Morale (DMG)</li> <li data-xf-list-type="ul">Mixing Potions (DMG)</li> <li data-xf-list-type="ul">More Difficult Magic Item Identification (DMG)</li> <li data-xf-list-type="ul">Scroll Mishaps (DMG)</li> <li data-xf-list-type="ul">Wands That Don't Recharge (DMG)</li> <li data-xf-list-type="ul">Falling (XGE)</li> <li data-xf-list-type="ul">Going without a Long Rest (XGE)</li> <li data-xf-list-type="ul">Sleeping in Armor (XGE)</li> <li data-xf-list-type="ul">Tying Knots (XGE)</li> <li data-xf-list-type="ul">Expanded Tool Proficiencies (XGE)</li> <li data-xf-list-type="ul">Racial Feats (XGE)</li> <li data-xf-list-type="ul">Customizing Your Origin (TCE)</li> <li data-xf-list-type="ul">Changing a Skill (TCE)</li> <li data-xf-list-type="ul">Changing Your Subclass (TCE)</li> <li data-xf-list-type="ul">Optional Class Features (TCE)</li> <li data-xf-list-type="ul">Feats (TCE)</li> </ul><p>For my <em>Dungeon of the Mad Mage</em> campaign, I have also been using the variant encumbrance rule in the PHB. The PCs have had to bring a mule with them into the dungeon to carry all their stuff! Very old school! (Interestingly, I <em>haven't</em> house ruled getting all their HP back on a long rest.)</p></blockquote><p></p>
[QUOTE="pukunui, post: 8597849, member: 54629"] I used to be really into house rules, but these days I find it easier just to hew as closely to RAW as possible, especially since one of my groups is still fairly casual/noobish and the other group is pretty high-tech with all the PCs on D&D Beyond, where it's somewhat finicky to implement some house rules. Also, I sometimes use different house rules for different campaigns depending on the theme and such. Ones that I frequently use across campaigns include: [LIST] [*]Dragonborn get 60-foot darkvision. [*]Rangers must use the Deft Explorer, Favored Foe, Primal Awareness, and Nature's Veil class features from Tasha's. [*]Wild magic sorcerers get to roll on the Wild Magic Surge table if the number they roll on the d20 is equal to or less than the level of the spell slot they used to cast the spell. [*]No death clerics, twilight clerics, conquest paladins, oathbreaker paladins, gloom stalker rangers, assassin rogues, fiend pact warlocks, or necromancy wizards. [*]All dragons have the Alert feat. [/LIST] Other house rules I've used in some campaigns include: [LIST] [*]+1 language, tool, or Int-based skill per +1 Intelligence bonus [*]no [I]darkness [/I]+ Devil's Sight with warlocks [*]a long rest only gives you level + Con mod HP back [/LIST] I would class these more as table rules than house rules but they are pretty standard in all my campaigns: [LIST] [*]Ability scores are determined using standard array or point buy. No rolling. [*]Gear = class and background packages. No rolling for gold / BYO gear. [*]PCs must be team players. [*]If your PC dies and you have to make a new one, they will be the same level as the rest of the party. [*]PCs gain fixed hit points at level-up. No rolling for HP. [*]Each PC starts the session with inspiration. The player decides when to use it. If a players uses inspiration and wants to get it again, they can make a case for it based on the application of one of their PC's traits. (I used to require that players had to "invoke" their traits to use inspiration FATE-style, but most of my players didn't understand and so I gave up on that.) [/LIST] I also tend to use the following optional rules and rules variants: [LIST] [*]Equipment Sizes (PHB) [*]Feats (PHB) [*]Multiclassing (PHB) [*]Skills with Different Abilities (PHB) [*]Variant human (PHB) [*]Additional Action Options (DMG; except marking) [*]Degrees of Failure (DMG) [*]Morale (DMG) [*]Mixing Potions (DMG) [*]More Difficult Magic Item Identification (DMG) [*]Scroll Mishaps (DMG) [*]Wands That Don't Recharge (DMG) [*]Falling (XGE) [*]Going without a Long Rest (XGE) [*]Sleeping in Armor (XGE) [*]Tying Knots (XGE) [*]Expanded Tool Proficiencies (XGE) [*]Racial Feats (XGE) [*]Customizing Your Origin (TCE) [*]Changing a Skill (TCE) [*]Changing Your Subclass (TCE) [*]Optional Class Features (TCE) [*]Feats (TCE) [/LIST] For my [I]Dungeon of the Mad Mage[/I] campaign, I have also been using the variant encumbrance rule in the PHB. The PCs have had to bring a mule with them into the dungeon to carry all their stuff! Very old school! (Interestingly, I [I]haven't[/I] house ruled getting all their HP back on a long rest.) [/QUOTE]
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