What rules and mechanics from other systems would you like to import into your 5e games?

Leatherhead

Possibly a Idiot.
The Condition Track from Star Wars Saga Edition.

Ideally, it would prevent characters from being totally shut down by one failed saving throw.
 

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I use the countdown pool from W.O.I.N, the Escalation Die from 13th age.

I was going to mention the escalation die. I haven't imported it yet, because 1) the bounded accuracy of 5E makes it a little too potent, and 2) I'd want to develop a bunch of escalation die-based powers, too. But I'd love to see it happen.

Probably use the Stunts list from Fantasy AGE to replace crits and allow crits to happens on skill rolls.

There's an AGE-inspired stunts article from some months ago in EN5ider. It was written by, um, some guy. Name escapes me at the moment. ;)
 


It is a minor thing, but I changed how magic item charges work in my campaign back to a system I used in 3e. A charged item is rated by a die (if I want it to have 50 charges I start with a d20). Every time the player rolls a 1 after using a charge the item goes down 1 die type.

Example: A wand that I want to have around 50 charges starts with a d20 and declines in die type as follows:
D20 -> D12 -> D8 -> D6 -> D4
With average rolling it comes out to around 50 charges.

It makes using charged items a little more unpredictable and if I give an item with charges I'm not stuck with dealing with it in my campaign on a permanent basis.

I thought about this one awhile and I'm still not exactly sure what you mean (I didn't play 3e). Here's what I think you are saying and you can let me know where I've gone astray.

Let's take the example of a Wand of Magic Missiles. It would still recharge daily at dawn with 1d6+1 as per the rules but the following rule would also apply: every time the wand is used the player would roll a d20. If the player rolls a 1, then this die changes to a d12, and the player keeps his wand. This progression continues: D20 -> D12 -> D8 -> D6 -> D4, until the player rolls a 1 on the d4 at which point the wand cracks/disintegrates/becomes useless.

Is this what you meant? Would you have the player roll for each charge expended (Wand of Magic Missiles allows for multiple charges to be expended at a time). Would you still have the wand crack if they roll a 1 on the last expended charge?

Just curious, thanks. I kind of like this rule and would like to hear more about it.
 

77IM

Explorer!!!
Supporter
Progress Clocks from Blades in the Dark. They are a weird cross between 4E skill challenges and Apocalypse World countdown clocks, but more flexible than either.

Social Moves from Apocalypse World, maybe with a tad more depth to them. Basically, the DMG system for social checks is a good step in the right direction, but I want something that gives social interactions a little bit more direction.

Intrusions from Numenera. I've never played this game. But I always liked the idea of formalizing the relationship between DM meta-gaming and player meta-gaming in this way. It's similar to Hero Points from Mutants & Masterminds and bennies from Savage Worlds but seems a little more direct.

Descriptors and Trappings from Mutants & Masterminds and Savage Worlds. These are pretty much the same thing. They are a formal system for "DM's Discretion Goes Here." Descriptors are just a wonderful way to encapsulate all the minor, infrequent interactions that aren't important enough to have rules for -- yet, they allow the rules to be phrased in "absolute" terms.

For example, there are a lot of debates about what happens when you cast an electrical spell underwater. There's no rule that says it might work any differently underwater than on land, so a strict RAW purist would not modify the spell's effects. Many other players would say: no, the DM can always modify how things work in special circumstances. But is this circumstance special? It may come as a surprise to the strict RAW purist!

With Descriptors, the DM can say, "ah, that spell has the lightning descriptor, so it's going to interact with this environment's water descriptor." This is a constant reminder that the DM's discretion might come into play, while also providing guidance to that discretion. The benefit is purely psychological but I've found it very helpful in running games smoothly.
 



thorgrit

Explorer
I've always found tracking initiative tedious, and I'm prone to missing characters' turns. So I took the initiative system from Savage Worlds, of dealing out cards to each major character. This lets me see at a glance the state of combat; specifically who's already gone, who hasn't yet, and who's next. Has the side effect of keeping combat a little chaotic, as you never know turn order next round.
 

I was going to mention the escalation die. I haven't imported it yet, because 1) the bounded accuracy of 5E makes it a little too potent, and 2) I'd want to develop a bunch of escalation die-based powers, too. But I'd love to see it happen.

Yeah - in most of my games I only have 1 or 2 players, so I use the escalation die to help balance that with published stuff (I work two jobs, not as much time to prep as I would like). I use a d3, and only move every other round, so it slows down, but as a pacing tool, it realy works.
 

Progress Clocks from Blades in the Dark. They are a weird cross between 4E skill challenges and Apocalypse World countdown clocks, but more flexible than either.

I just did some research on this and it looks very similar to 4E rules on skill challenges. I'm unsure how it differs besides having the visual and it is public knowledge. Blades in the Dark looks pretty cool! I'll have to try it out! Some of the tips there could be beneficial for a Curse of Strahd campaign I'm about to run.


Descriptors and Trappings from Mutants & Masterminds and Savage Worlds. These are pretty much the same thing. They are a formal system for "DM's Discretion Goes Here." Descriptors are just a wonderful way to encapsulate all the minor, infrequent interactions that aren't important enough to have rules for -- yet, they allow the rules to be phrased in "absolute" terms.

I really like this one for the rules lawyers in my group as well as a good hint to the DM that "Oh yeah, maybe a fireball should interact with that wooden door over there"
 
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