D&D (2024) What are your 2024 houserules?


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At school I try to use RAW as much as possible, so that students aren't confused when they (hopefully) move onto other campaigns.

At home I've used many, such as:

Druids use the 2014 rules for shapeshifting.

If your character goes to 0 HP, they roll on a critical hit table.

No weapon masteries.

Short and long rests are determined narratively, not by a specific length.
 

Mine

Two weapon fighting takes 2 hands. I'm sure that was the intention of the rules.

Spirit Guardians and similar doesn't trigger when moving the Cleric around outside their turn.

Conjure Minor Elemental damage is limited to twice per turn.

Hidden breaks if you don't have cover at the end of your turn. If you Dash you need to reroll your stealth check with disadvantage.
 


Have not really swapped over while finishing the current campaign, but already told the group we would be getting rid of flanking since it appears to already be too easy to gain advantage in the new stuff.
 

Holy naughty word there's an upvote/downvote system now??

I have a good number of house rules that I use. Currently, my favorites are I created 12 new weapon masteries, 12 new weapon properties, and completely revamped and expanded the list of weapons in my games. I also created about 20 new conditions that have made playing more enjoyable for me.
 

I have some system agnostic house rules that are still in play - Psionics, historic vision types (Infravision, Low Light, Ultravision, etc...), homebrew spells/items/monsters/subclasses...

Edition specific houserules are basically just the ones required to avoid overpowered combos. No autolocking undead assistants, no upcasting Conjure Minor Elemental, etc... For monsters I avoid the need to houserule by just using my version of the monsters that do not have the problematic abilities.
 

"Use the 2014 rules" :ROFLMAO:

Currently, the only thing I've pulled in from 2024 is Bloodied (was actually using it before 2024) and 2024 Wildshape/polymorph rules.
In addition to Bloodied (and based upon videos from both Treantmonk and the Dungeon Dudes), I will be pulling the following additions, revisions, and clarifications from 2024
  • Cleric Divine Order (but making my own modifications since I had already been working on something similar prior to the One D&D playtest)
  • Split Guild Artisan/ Merchant background into Artisan and Merchant backgrounds
  • Wearing Armor untrained
  • Shields
    • Using a Shield untrained
    • Shields are held/stowed not donned/doff
  • Grenade like weapons
  • Nets
  • Inspiration is declared after the roll is made
  • Exhaustion
  • One spell with a spell slot per turn
  • Choosing to fail a saving throw
  • Controlling a mount
  • Underwater Combat
  • Damage against multiple foes (for spells)
  • New Action Types: Influence, Magic, Search, Study,
 
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weapon masteries are "maneuvers light"

you know a number of masteries as noted class table.

you can apply that mastery to every applicable weapon.
you can apply one one mastery effect per attack.

Cleave: any melee 2Handed or Versatile weapon
Graze: any 2Handed or Versatile weapon
Nick: any Light weapon
Push: any non-Light weapon
Sap: any Versatile weapon
Slow: any weapon
Topple: any non-Light weapon
Vex: any Finesse, Light or Ranged weapon
Flex(UA): any Versatile weapon

9th level fighter can apply 2 masteries per attack.
 

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