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D&D 5E (Deleted)

How many "pages" of House-rules/ Homebrew do you have for your game?

  • 1. None. We play strictly RAW/RAI and make judgement calls if the rules are ambiguous.

  • 2. 1 - 5 pages

  • 3. 6 - 10 pages

  • 4. 11 - 20 pages

  • 5. 21 - 30 pages

  • 6. 31 - 50 pages

  • 7. 51 - 75 pages

  • 8. 75 - 100 pages

  • 9. 101 pages or more!


Results are only viewable after voting.

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DND_Reborn

The High Aldwin
Would it not have been easier to ask: "What is the quantity of extra material is made by the people at the table to make the game the experience the group wants to play?"
Maybe, but then I would have to clarify that things like published adventures and such isn't meant to be included. 🤷‍♂️

Again, so far it seems over 90% of the respondents haven't had any issue getting the concept, which I was trying to keep simple...

So, yea, current campaign is hundreds of pages, over 40 years of playing it's thousands of pages.
Great, but first most of those 40 years wouldn't qualify for the thread given the 5E tag and second unless those pages are homebrew classes, spells, magic items, etc., not world setting content, they don't count even if for 5E.

But as for houserules, still less than half a dozen.
Cool, and if that includes any homebrew mentioned above, that would be your vote.
 

aco175

Legend
Again, so far it seems over 90% of the respondents haven't had any issue getting the concept, which I was trying to keep simple...
This begs the question of how many come back to read the thread after they posted to see others comments. I would suspect that there are many who never come back to threads or only look at the site every few days or week.

Granted, I was one of the first that was confused.
 

balthanon

Explorer
(Oops, missed the 5E tag myself and just saw someone note it in a comment. Never mind apparently, the below doesn't count.)

I've mainly DM'd 3.5 (and it's been awhile), but looking through all of the content I've written up in separate Word docs, I was at about 107 pages. That includes everything ranging from actual rule changes that our group settled on like a more streamlined skill list, rules stolen from other editions like long and short rests, and long standing old house rules like god calls to things that were more homebrew content or just documented NPCs and advanced monsters.

Not all of it was used in every game, but I tried to capture everything we'd done at one point or another.

A big part of it being as long as it is though is the fact that I tried to do it in the same style as the official 3.5 books-- though the Word docs didn't have any of the images; I put those in later in InDesign. :)
 

DND_Reborn

The High Aldwin
(Oops, missed the 5E tag myself and just saw someone note it in a comment. Never mind apparently, the below doesn't count.)
Towards the vote, no, it shouldn't. But as far as sharing your experience with house-rules/ homebrew in another edition goes...
Of course if you want to share your house-rule/homebrew amount for other editions in your post, please do!
So, thanks for sharing your experience with 3.5E. :)
 

el-remmen

Moderator Emeritus
Dude, your campaign wiki page is a beast! Love it!

Glad you like it. We also have a Discord. The wiki is great for referencing things - I just wish all the players were better about keeping their pages up to date - but I don't pressure them to do it and will do it myself when I can. It is all opt-in.
 

Yora

Legend
I am now curious about the campaigns that effectively have their own complete rulebook, but are still consider 5th edition.
 


DND_Reborn

The High Aldwin
I am now curious about the campaigns that effectively have their own complete rulebook, but are still consider 5th edition.
My group is working on one. Currently about 130-150 pages, but we are now pruning back some of the elements. After it is finished being edited and images added to make it pretty, I'll be posting it here for people to browse. I am hoping by late Spring / early Summer.
 

Oofta

Legend
I voted 1-2 pages but it's probably at most a page. Most of my intro notes are just clarification of what kind of campaign I run, limits on warlock patrons, what races I allow, no evil PCs. I also have links to way too much documentation on the campaign world which I don't count as house rules, including deities which are mostly borrowed and revised for my world.

The only gray area that I don't really consider a house rule is that I did decide to sit down and create a price list for items that I derived from Xanathar's. I don't have an open magic mart, it's more of a brokerage and items may or may not be available mostly depending on PC level and whether I think it will affect game balance. It's also just a base price which may vary depending on other circumstances.

Stat adjustment items: Items that adjust Stats (strength, int, etc) work a little differently than listed in the book; they add to your base ability instead of replacing it but the max is also increased by 1. For example, Gauntlets of Ogre Power add +2 to your strength (max 20), they don't change it to 19. Any item that have a maximum score of 20 or less do not require attunement. Items that can increase above 20 still require attunement. See Purchasing Costs for details.

Death and Dying: There is a cost to dying in my world. Most NPCs can't be raised from the dead. This is a world where even gods can die. When people die, there is a very short timeframe when their soul is traveling through Nifleheim. Once in their final destination (whether Valhalla, Helheim or other) they cannot return. If a PC dies and is raised, there will probably be consequences that have to be dealt with. Exact details will be dealt with in-game (although perhaps not in the same game session the PC is raised in) and won't be meta-game penalties but repercussions that have to be dealt with by the PCs.

Paladin Mounts: As written, paladin mounts are useful when you first get them but die quickly at higher levels. To give them a bit more durability, they gain HD equal to the PC's level. In addition, their proficiency bonus (and therefore chance to hit) increases at the same rate as the PC.

Other minor changes
  • Bag of Holding: require an action to retrieve an item.
  • Bows: you can use either strength or dex, they are finesse weapons.
  • Potions: drinking a potion is a bonus action.
  • Purchasing magic items: there is a base price list, but magic is sold through brokers and items may or may not be available. Check first, actual cost may vary.
  • Heward's Handy Haversack: retrieve items as normal.
  • Teleportation Circle: You do not automatically know any sigils, sigil patterns are a closely guarded secret.
  • Teleportation: Several places have guards against teleportation beyond just the normal chance of failure. Use at your own risk.
  • Thrown weapons: you can draw them for free and throw multiple every turn. I assume you have either a bandolier or quiver of some sort to hold them.
 

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