D&D 5E Common house rules for 5e.


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I mostly house rule 5E to get it to work more like older editions where exploration is actually a challenge, combat isn’t a foregone conclusion and slog, etc.
in this sense, when I was playing Tomb of Anihilation I made a house rule that both rangers and outlanders don't automatically succeed in foraging and navigation, I chose to give the ranger double proficiency on navigation checks and the outlander double the food yeld when foraging. Both those changes were explained to the group in session 0 with my reasoning so no one would feel cheated.
 

in this sense, when I was playing Tomb of Anihilation I made a house rule that both rangers and outlanders don't automatically succeed in foraging and navigation, I chose to give the ranger double proficiency on navigation checks and the outlander double the food yeld when foraging. Both those changes were explained to the group in session 0 with my reasoning so no one would feel cheated.
Yeah, that's almost exactly what I did. Gave them advantage instead, but same idea. Even that was too much. So if I run an exploration-focused 5E game again I'll simply ban outlander and force the ranger to take the "optional" features from Tasha's instead.
 

Yeah, that's almost exactly what I did. Gave them advantage instead, but same idea. Even that was too much. So if I run an exploration-focused 5E game again I'll simply ban outlander and force the ranger to take the "optional" features from Tasha's instead.
In my experience it worked fine, because my players suck at rolling :ROFLMAO: even with a ranger, and the help action they got lost a lot. But at some point the getting lost aspect of the hexcrawl got boring, and foraging became trivial because o mayo, so the house rules became less important
 

in this sense, when I was playing Tomb of Anihilation I made a house rule that both rangers and outlanders don't automatically succeed in foraging and navigation, I chose to give the ranger double proficiency on navigation checks and the outlander double the food yeld when foraging. Both those changes were explained to the group in session 0 with my reasoning so no one would feel cheated.
them getting advantage on navigation is actually as intended, as thats what having a map actually gives RAW from memory.

And Outlanders foraging thing only matters in areas where the DC is so low as written it is not a issue.
 

In one of the campaigns I played my dm ruled that if someone were to go unconscious 3 times in the same battle, they'd die. Honestly, it worked out pretty well. Nobody actually died from the rule because it forced us to use our brains more instead of bruteforcing fights.
 

Idea swiped from here D&D 1E - Common House Rules for AD&D?

What are your most used house rules or common ones.

One I use is on a crit the first set of dice is maxed out. Curiously I find that new players prefer to roll all the dice instead.

So I’m interested in what your doing? Feat for everyone at first level? Zero level funnels? What?
No house rules in the most common sense of the word.

Only good use of DM's "rule zero" to keep the game fair and balanced, and in terms of house non-rules a general ban of PvP and exploitation of sensitive topics at the table.
 

1. potions/oils/poison application as Bonus action
2. Feat at 1st level. No bonus human or custom lineage
3. Crits double the static damage also
4. Various crafting fine tuning
5. Magic items have a default price in gold. your mileage with availability may vary.
 


I have found this is the most common one at the tables I've been at.
There's a lot of Feats that it doesn't make a lot of sense to have to wait til level 4 for. I probably should curate the list to make sure people aren't always taking the best Feats, but so far I haven't run into too many problems. I have my eye on Heavy Armor Master though.
 

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