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D&D 5E House Rules That Make The Game Better

I use a custom xp chart where players level up every hundred xp, I assign xp based on encounter difficulty. Moderate encounters are worth about 10xp, difficult encounters go up to 35xp (+3 challenge rating) and 1xp for easy (-7 challenge rating).

The other house rule that I think everybody needs; dropping prone is a reaction, doesn't help with the first ranged attack but makes all subsequent ranged attacks use disadvantage. Obviously not useful in a melee.
 

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What benefit do you find from this?
It makes positioning more important. There is no automatic escape from being caught in melee, you cant just reposition at a whim, including bypassing the entire front line to get to the backline squishes at zero risk.

Instead, every reposition involves risk - an OA from your current opponent. A PC can use the Dodge action to reduce that risk if they wish.
 

It makes positioning more important. There is no automatic escape from being caught in melee, you cant just reposition at a whim, including bypassing the entire front line to get to the backline squishes at zero risk.

Instead, every reposition involves risk - an OA from your current opponent. A PC can use the Dodge action to reduce that risk if they wish.

Do you pump up cunning action to compensate Rogues for losing a key class feature?
 



I use the cleave and ranged attacks hit cover variants from the DMG.

I award inspiration and a single use "charm" (casts a level appropriate spell, once) as a reward for writing an adventure log for each session. It used to be 50xp x Lvl for the log, but then I switched to milestone and stopped handing out inspiration as often in my sessions.

In melee combat against a huge or larger creature, I allow opposed athletics/acrobatics checks to climb onto the larger creature as part of an attack action. If successful, it consumes 10ft of movement and gives the climber advantage on their first attack roll. If unsuccessful by 5 or more, the PC burns 10ft of movement and is prone, and provokes an opportunity attack if the huge creature has a reaction left. Still fine tuning this one. It's mostly been used as a last-ditch killing blow action by our raging barbarian.

Heavy obscurement blocks line of sight.

I also use the Spellcasting services table from the Adventurers League.
 

My best ones are:

Side Initiative: PCs roll individual initiative, but monsters roll as a group. So in effect, after round 1 it alternates between PCs and Monsters, and the PCs can go in any order they want.

Multiple Object Interactions: You can sheath two swords, draw a bow, kick open a door, and shoot someone all in one turn. I don't want to waste time saying, "Sorry, you've juggled too many objects this turn, you can attack next round." Players love this rule.

Stacking Inspiration: You can have multiple Inspirations, but when you take a long rest, you lose all but 1 of your Inspirations.

Inspiration Re-Roll: You can spend Inspiration to gain advantage after rolling a normal d20 roll.

Inspiration Consolation Prize: If spend Inspiration and both of the d20 rolls are 9 or less, add them together to get your roll result.

Critical Ability Check Results: If you get a natural 20 on an ability check, something special happens, at the DM's discretion. Generally, you succeed to the maximum extent possible, or get an added bonus beyond what you were attempting. When you add your proficiency bonus to the ability check, increase the critical range to 19-20.

Knocking a Creature Out: If you are using a slashing or piercing weapon, you must declare your intent to knock out before you attack, and if you roll a natural 20, the damage is lethal. (Very first session of Princes of the Apocalypse, the bard accidentally beheads the guy she was trying to capture alive for interrogation. It was darkly comedic.)
 

Inspiration Re-Roll: You can spend Inspiration to gain advantage after rolling a normal d20 roll.

I have a custom feat for this:

Inspired:

When you spend inspiration you gain advantage on all d20 rolls you make for one round. Alternatively you may expend your inspiration to re-reoll any one d20 roll you have just made, and take the highest result. You may have up to two points of inspiration at any one time.
 

I think I only have two, not counting Planescape specific rules.

  • 15 minute short rest
  • Everyone gets a feat at first level (variant human get 2)

As far as Planescape goes, I have extra skill uses, extra spells, and some Faction rules.
 


Into the Woods

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