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Common house rules for 5e.
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<blockquote data-quote="WarDriveWorley" data-source="post: 8734746" data-attributes="member: 6704190"><p>I have a few houserules (some nicked from 3rd party sources). </p><p></p><p>These all come from <a href="https://www.drivethrurpg.com/product/280610/Fateforge--Players-Guide" target="_blank">Fateforge's system</a>, but some have been modified:</p><ul> <li data-xf-list-type="ul">Wounds (modified to allow a Con save to avoid because they are exceedingly deadly).</li> <li data-xf-list-type="ul">Critical Hits/Misses on Magic spells</li> <li data-xf-list-type="ul">Critical Hits/Misses on Saving Throws</li> <li data-xf-list-type="ul">Geomagic (absolutely love this, but slightly modified them for more variety)</li> </ul><p>These are my own houserules:</p><ul> <li data-xf-list-type="ul">Electronic devices are allowed at the table, but sound has to be muted and you have to be prepared for your turn when it comes up. I have a couple of ADHD players that need the distraction when it's not their turn so I've gotten lenient as long as it's not disruptive to the game/other players.</li> <li data-xf-list-type="ul">No tracking of player ammo except on a Natural 1. If a player is using ranged weapon that requires ammo (so a bow or crossbow, but not a javelin) I'm assuming they're using post battle actions/off time to top off their ammo. If the player rolls a nat 1 while using the ranged weapon though I have them roll a Wis save (dc 12) and if they fail it they're out of ammo until they get a chance to replenish. For the most part it makes it easier for me and the players and has still caused a couple of "out of ammo" scenarios.</li> <li data-xf-list-type="ul">I do allow Critical Hits/Misses on skills, but no auto-successes/failures. I generally paint a Critical miss as either an extraordinary failure or flawed success and a critical hit as an amazing success or a marginal/dramatic failure (if it still fails). As an example of this, a few weeks ago my players ran into a chasm they had to leap across. Most of the players made the check, but hilariously the barbarian rolled a nat 1 on his athletics check. The rogue also rolled a nat 20. The barbarian roll was still high enough to "succeed" so I ruled that he succeeded on the jump, but miscalculated the distance and overshot the party which landed him in the next cavern which also started an encounter. For the rogue I ruled that she made the jump with extra flair and gained an inspiration from it.</li> <li data-xf-list-type="ul">Healing from being unconscious may not instantly revive the target. If a creature/character is knocked out due to damage in combat and has healing applied to them they have to make a con save to regain consciousness. If they fail they remain unconscious until someone else wakes them up, they take damage, or they awaken natural (determined randomly).</li> </ul></blockquote><p></p>
[QUOTE="WarDriveWorley, post: 8734746, member: 6704190"] I have a few houserules (some nicked from 3rd party sources). These all come from [URL='https://www.drivethrurpg.com/product/280610/Fateforge--Players-Guide']Fateforge's system[/URL], but some have been modified: [LIST] [*]Wounds (modified to allow a Con save to avoid because they are exceedingly deadly). [*]Critical Hits/Misses on Magic spells [*]Critical Hits/Misses on Saving Throws [*]Geomagic (absolutely love this, but slightly modified them for more variety) [/LIST] These are my own houserules: [LIST] [*]Electronic devices are allowed at the table, but sound has to be muted and you have to be prepared for your turn when it comes up. I have a couple of ADHD players that need the distraction when it's not their turn so I've gotten lenient as long as it's not disruptive to the game/other players. [*]No tracking of player ammo except on a Natural 1. If a player is using ranged weapon that requires ammo (so a bow or crossbow, but not a javelin) I'm assuming they're using post battle actions/off time to top off their ammo. If the player rolls a nat 1 while using the ranged weapon though I have them roll a Wis save (dc 12) and if they fail it they're out of ammo until they get a chance to replenish. For the most part it makes it easier for me and the players and has still caused a couple of "out of ammo" scenarios. [*]I do allow Critical Hits/Misses on skills, but no auto-successes/failures. I generally paint a Critical miss as either an extraordinary failure or flawed success and a critical hit as an amazing success or a marginal/dramatic failure (if it still fails). As an example of this, a few weeks ago my players ran into a chasm they had to leap across. Most of the players made the check, but hilariously the barbarian rolled a nat 1 on his athletics check. The rogue also rolled a nat 20. The barbarian roll was still high enough to "succeed" so I ruled that he succeeded on the jump, but miscalculated the distance and overshot the party which landed him in the next cavern which also started an encounter. For the rogue I ruled that she made the jump with extra flair and gained an inspiration from it. [*]Healing from being unconscious may not instantly revive the target. If a creature/character is knocked out due to damage in combat and has healing applied to them they have to make a con save to regain consciousness. If they fail they remain unconscious until someone else wakes them up, they take damage, or they awaken natural (determined randomly). [/LIST] [/QUOTE]
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