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<blockquote data-quote="kermit4karate" data-source="post: 9740010" data-attributes="member: 7053643"><p>Here are my main D&D house rules and how I play hybridized 5E now. I'm always trying to prioritize speed and simplicity at the table. I want to easily be able to memorize each player's character sheet so that I don't have to ask them to read how a skill of theirs is supposed to work from page 3 of their character sheet.... I cannot stand having to stop the game to look something up in a rulebook. I guess I'd want something similar to this from 6E.</p><p></p><p>1. Use 5E's fixed racial ability score bonuses (sorry, gnomes are just more likely to be better at magic than orcs and goblins).</p><p></p><p>2. To determine ability scores, roll 3d6 six times and choose where to apply them.</p><p></p><p>3. No skills or feats (not worth the trouble; already what class and ability scores were used for < 3E).</p><p></p><p>4. Critical hit and x2 damage on nat 20.</p><p></p><p>5. Fumble and miss on a nat 1.</p><p></p><p>6. When rolling for damage, for each max die rolled (i.e. 6 on a d6, 8 on a d8), roll another die and add to the total.</p><p></p><p>7. Unlimited cantrips for spellcasters who have them.</p><p></p><p>Main hope for 6E would be to prioritize quick gameplay whatever that means. To me every time I have to look something up in a rulebook, it hurts the whole experience at the table.</p></blockquote><p></p>
[QUOTE="kermit4karate, post: 9740010, member: 7053643"] Here are my main D&D house rules and how I play hybridized 5E now. I'm always trying to prioritize speed and simplicity at the table. I want to easily be able to memorize each player's character sheet so that I don't have to ask them to read how a skill of theirs is supposed to work from page 3 of their character sheet.... I cannot stand having to stop the game to look something up in a rulebook. I guess I'd want something similar to this from 6E. 1. Use 5E's fixed racial ability score bonuses (sorry, gnomes are just more likely to be better at magic than orcs and goblins). 2. To determine ability scores, roll 3d6 six times and choose where to apply them. 3. No skills or feats (not worth the trouble; already what class and ability scores were used for < 3E). 4. Critical hit and x2 damage on nat 20. 5. Fumble and miss on a nat 1. 6. When rolling for damage, for each max die rolled (i.e. 6 on a d6, 8 on a d8), roll another die and add to the total. 7. Unlimited cantrips for spellcasters who have them. Main hope for 6E would be to prioritize quick gameplay whatever that means. To me every time I have to look something up in a rulebook, it hurts the whole experience at the table. [/QUOTE]
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