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Common Houserules?
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<blockquote data-quote="thorgrit" data-source="post: 7444579" data-attributes="member: 61124"><p>Only thing I can think of so far that hasn't been mentioned is the prevailing use of Dexterity in a lot of builds. It can be used for attack rolls *and* damage rolls on most ranged weapons, on a few melee weapons including the rapier, is used for initiative checks, a lot of save-for-half saving throws, a lot of reactionary attribute (skill) checks, and so on. Not necessarily a problem, but it can feel weird when 80% of the world uses rapiers and ignores the rest of the diversity of the weapons list. Some have removed the rapier, others added additional weapons for the sake of variety. I myself don't have Dexterity modifying initiative.</p><p></p><p>More to suit my own shortcomings than anything with the game, I've adopted dealing playing cards each round for a dynamic initiative, similar to Savage Worlds. In this way, I don't have to write a list and worry about skipping people as I cycle around, I can just scan the table and see who hasn't turned in a card, and what the turn order is.</p><p></p><p>There's a lot of variant rules listed in the DMG to try, and some rules some might consider "core" in the PHB that you don't have to use. I like not having feats and multiclassing turned on by default, from a new or simple player perspective, as it doesn't overwhelm them with choices they might feel they "have" to make.</p></blockquote><p></p>
[QUOTE="thorgrit, post: 7444579, member: 61124"] Only thing I can think of so far that hasn't been mentioned is the prevailing use of Dexterity in a lot of builds. It can be used for attack rolls *and* damage rolls on most ranged weapons, on a few melee weapons including the rapier, is used for initiative checks, a lot of save-for-half saving throws, a lot of reactionary attribute (skill) checks, and so on. Not necessarily a problem, but it can feel weird when 80% of the world uses rapiers and ignores the rest of the diversity of the weapons list. Some have removed the rapier, others added additional weapons for the sake of variety. I myself don't have Dexterity modifying initiative. More to suit my own shortcomings than anything with the game, I've adopted dealing playing cards each round for a dynamic initiative, similar to Savage Worlds. In this way, I don't have to write a list and worry about skipping people as I cycle around, I can just scan the table and see who hasn't turned in a card, and what the turn order is. There's a lot of variant rules listed in the DMG to try, and some rules some might consider "core" in the PHB that you don't have to use. I like not having feats and multiclassing turned on by default, from a new or simple player perspective, as it doesn't overwhelm them with choices they might feel they "have" to make. [/QUOTE]
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