D&D General Harshest House Rule (in use)?

I have long liked the idea of a “new characters always start at 1st level” house rule, but due to its obvious extreme harshness have never been bold enough to actually implement it.
The issue in 5E isn't so much that it's harsh as wildly impractical due to fundamental rules changes.

It worked in Ye Olde Dayes for two reasons:

1) XP charts meant that you actually caught up pretty rapidly if XP was divided evenly. So you'd only be 1-3 levels behind the rest of the party, most likely, after a session or four. That's not quite the case in 3-5E, so you're likely to be further behind.

2) HP basically stopped increasing at L10, so monster damage didn't need to keep scaling hard after that either. This isn't true from 3E onwards, where HP scales directly with levels forever, so must monster HP and damage. This means it's much harder to have a lower-level character in with higher-level characters from 3E onwards.
 

log in or register to remove this ad

In neither case is any of this (here understated and in fact fairly extensive) knowledge of any use whatsoever when fighting Orcs three countries south of home.
Yes, that makes perfect sense. I think my point was for some of the more interesting backgrounds, it's just the DM's role to work that into the game when it's appropriate. The tea ceremony is unlikely to be used when fighting the Bloodsack Tribe of orcs. Although it might be interesting if it did.

And I'm not sure if you've ever read Sheepfarmer's Daughter by Elizabeth Moon, but the main character in that book does have her farming skills come up quite a bit. It's also one of the best examples of a Paladin I've ever read.
 

If you think you shouldn't do it, I'll say "okay," and I don't think I have anything further to say. That's not how I run a game, nor how I prefer it do be run by someone else. If your players are having fun, great. I know that ... that would not be a game for me.
Should not, for sure. My players will learn about the game by playing a character in the game world.....not by having me just tell them things.

But basic lore and history of the world-region-realm should IMO be available to the players in a form they can access outside of game sessions (a website is handy here); and if the campaign is to be set mostly in-around a specific town or city some basic lore about that would be useful as well.
I agree and do this. I'm doing a generic handout and one of each character.

And I use plenty of published campaigns....and will always recommend that players read at least the Players Guide or similar books.
Whether or not the players ever read any of this is irrelevant to the fact that by putting it out there where they can read it, I've done my job.
I agree. A lot of players do refuse to read anything and do 'homework'.
 

The issue in 5E isn't so much that it's harsh as wildly impractical due to fundamental rules changes.

It worked in Ye Olde Dayes for two reasons:

1) XP charts meant that you actually caught up pretty rapidly if XP was divided evenly. So you'd only be 1-3 levels behind the rest of the party, most likely, after a session or four. That's not quite the case in 3-5E, so you're likely to be further behind.
Also, the general power curve was flatter in the TSR editions, which made a big difference to the viability of lower-level characters in a party.
2) HP basically stopped increasing at L10, so monster damage didn't need to keep scaling hard after that either. This isn't true from 3E onwards, where HP scales directly with levels forever, so must monster HP and damage. This means it's much harder to have a lower-level character in with higher-level characters from 3E onwards.
3e in particular had a very steep power curve as well; to the point where even being one level behind or ahead of the party made a (IMO far too) big difference in play.
 

And I'm not sure if you've ever read Sheepfarmer's Daughter by Elizabeth Moon, but the main character in that book does have her farming skills come up quite a bit. It's also one of the best examples of a Paladin I've ever read.
Is that the Paksenarrion (sp?) series? If yes, I got through it once many years ago and haven't looked at it since, even though it's on a shelf three feet away from me as I type this.
 

Is that the Paksenarrion (sp?) series? If yes, I got through it once many years ago and haven't looked at it since, even though it's on a shelf three feet away from me as I type this.
Yes, that's correct. I had it recommended to me as a tale about a paladin years ago. It starts out what I would call YA style but it goes very dark. I was surprised by that.
 


I have long liked the idea of a “new characters always start at 1st level” house rule, but due to its obvious extreme harshness have never been bold enough to actually implement it.
I did it for my last (three year) old school game. As folks have noted, it works in part because the advancement tables are geometric, so with even division of XP, by the time the survivors have gained ONE more level (and assuming they haven't died or run into level drain), the newbie is only one level behind.

Level drain, item destruction on failed save, and system shock-resurrection checks are all in my game, but not as house rules: they came in the tin with the rest of the game.
Level drain and item destruction are great, as is save or die poison, but I like to signpost energy drain and poison, and to make mitigating effects relatively common. And finding new items. Losing stuff, levels, and dying like this are easier to take and more fun if gaining levels, new stuff, and finding anti-venom or resurrection magic are also easy.

Probably the harshest actual house rule I have is that I make casters roll to aim or place their AoE spells;
I introduced minor scatter rules for AoEs in my last 5E game. Fireball was getting a little monotonous with the precision placement in melee.

Level Drain (or any other effect that decreases an ability score) because it's a PITA to have to recalculate all your stats because your modifier changed. It's one thing to do it at level up because those are permanent changes, not temporary adjustments.
I like 3E's innovation of negative energy levels. Each level drained = -1 to hit, save, and skill checks, -5 off max HP, and lose your top level currently available spell slot. After 24 hours you get a save for each NEL for it to either wear off or become an actual lost level. That way the mid-combat math is simple.

But I remember in 1st edition days puzzling through the rules looking in vein for the “critical hit double damage” rule.
In 1E instead you have Gygax specifically inveighing against critical hits:

"As has been detailed, hit points are not actually a measure of physical damage, by and large, as far as characters (and some other creatures as well) are concerned. Therefore, the location of hits and the type of damage caused are not germane to them. While this is not true with respect to most monsters, it is neither necessary nor particularly useful. Lest some purist immediately object, consider the many charts and tables necessary to handle this sort of detail, and then think about how area effect spells would work. In like manner, consider all of the nasty things which face adventurers as the rules stand. Are crippling disabilities and yet more ways to meet instant death desirable in an open-ended, episodic game where participants seek to identify with lovingly detailed and developed player-character personae? Not likely! Certain death is as undesirable as a give-away campaign. Combat is a common pursuit in the vast majority of adventures, and the participants in the campaign deserve a chance to exercise intelligent choice during such confrontations. As hit points dwindle they can opt to break off the encounter and attempt to flee. With complex combat systems which stress so-called realism and feature hit location, special damage, and so on, either this option is severely limited or the rules are highly slanted towards favoring the player characters at the expense of their opponents. (Such rules as double damage and critical hits must cut both ways ~ in which case the life expectancy of player characters will be shortened considerably - or the monsters are being grossly misrepresented and unfairly treated by the system. I am certain you can think of many other such rules."

I've been in games and run them where the DM tracks HP for the PCs. The game was basically set so you were:

Healthy = 76-100%
Injured = 51-75%
Wounded = 26-50%
Maimed = 1-25%
We used to track our own HP but use those categories (well, similar, Scratched, Wounded, Badly Wounded, Near Death) for communicating to other PCs. We didn't allow telling other players your exact HP.

I'm sure you could. It just comes down to I don't have the desire to comb through the editions to decide what I like and what I don't and then combine them into a single cohesive system.
This is one plus side of the plentiful retro-clones and variants nowadays. You can almost always find one that's a good fit.

It is perfectly reasonable IMO for something like a troll's issue with fire, or lycanthropes and silvered weapons, to be "common" knowledge in a fantasy world. However, such knowledge should not be perfect or always just assumed. For example, silvered weapons with werewolves might be distorted in the telling to include holy water--"Don't you know you need a silvered weapon, dipped in holy water, and blessed by a priest!"--instead of just, "No, a silvered weapon alone would do it... I don't know where you got the rest of that from."

Not every PC will know the "truth" or facts when it comes to such things. Some might not know them at all, others have it incorrect, and other know the truth of it. That is what I am talking about and why a simple DC 10 Intelligence check suffices in most cases IME.

Without this, how do you know what "real world" knowledge a PC has in their own world. I mean, the characters live IN their world, they should know certain things, right??

Now, what you thought I meant is very annoying and frustrating, I agree. And I don't jive for that, either. If a player can't remember details, write them down, otherwise your PC is going to embarrass themselves when the call the town "Merrydown" when it fact is was "Thusselton" or something.
Agreed. I do like to re-skin monsters so I rarely have to worry about or police inappropriate character use of player knowledge.
 
Last edited:


Level drain and item destruction are great, as is save or die poison, but I like to signpost energy drain and poison, and to make mitigating effects relatively common. And finding new items. Losing stuff, levels, and dying like this are easier to take and more fun if gaining levels, new stuff, and finding anti-venom or resurrection magic are also easy.
Indeed. I've always seen magic items as kind of easy come, easy go.

Level drains can (most of the time) be restored at a monetary cost, or the character can choose to re-earn the lost level the hard way.

Poison isn't usually much of a problem after 4th level, IME, and at 4th or lower they're getting killed by all sorts of things anyway of which poison is but one. :)

I ran the numbers a while back regarding what killed characters in our games, and poison was surprisingly far down the list. By far the most common cause of opposition-caused death was adventurer-like opponents (anything from local bandits to evil wizards to pirates, etc.), then Giants, then Dragons. Poison was about 10th on the list, and (again to my surprise) traps were even lower.

The most dangerous thing they've faced over the years, however, has been themselves. Friendly fire, in-party murders, unlucky fumbles, party-caused wild magic surges, etc., etc. - in total from 1981 to today, "own party" stands as the most common cause of character death.
We used to track our own HP but use those categories (well, similar, Scratched, Wounded, Badly Wounded, Near Death) for communicating to other PCs. We didn't allow telling other players your exact HP.
As a player I try to do it this way* but constantly get asked by others "but how many points of curing do you need!?"

* - though maybe without the specific categories; as in if I'm at 6 h.p. out of 55 when someone asks my condition I might say "I'm a hurtin' unit" one time and "I'm a bit wobbly" the next or "That thing hit me hard" another time, depending on the situation and-or what I-as-player think of at the time. :)
 

Remove ads

Top