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Couple of house rules I would like some critique on pls
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<blockquote data-quote="TallIan" data-source="post: 6891281" data-attributes="member: 6853819"><p>Hi,</p><p></p><p>I am newish to 5e but have about 18 years of roleplay behind me (mostly d&d). I have so far only really run a couple of standalone adventures for 5e but a couple of things I don't quite like, so was hoping to get some feedback on the balance of implementing hostiles for them.</p><p></p><p>First off, the rather small difference between skills you are proficient in and those you are not. I do not want a skill rank system like 3.x and there are plenty of conversion systems available to do that. But I was thinking of using the disadvantage mechanic by having skills noted as: class skills; non class skills; and proficiencies. Proficiencies stay as they are in the PHB, and classes then get class skills (starting with roughly twice as many as they get proficiencies). All other skills are considered non class skills. If you are rolling for a non class skill you roll at disadvantage, if you are rolling a class skill you roll with the relevant ability. As well as the existing feat, you gain a proficiency every few levels, based on class.</p><p></p><p>EDIT: this would only apply to skills and tools, armour, weapon and language proficiencies would be unchanged and tools are either proficient or non class.</p><p></p><p>I think this will give skills a slightly bigger role, but will also give skills based classes a boost that I can't say they need or not.</p><p></p><p>Secondly the concentration mechanic seems a bit bolted on to me. I absolutely agree that it is a great idea, but it becomes an increasingly valuable action as you gain more spells. Effectively becoming weaker the higher your level. So what I was thinking was to allow concentration on a number of spell levels equal to half your caster level. I wanted to include ability modifier in there as well, but multi class casters just gets to complicated.</p><p></p><p>To compensate for this, I was going to reintroduce spell failure chance (I suppose this is a third house rule I'm asking about). When casting in armour the DC of the spell failing is twice the bonus to AC, ignoring any magical enhancements.</p><p></p><p>Thanks</p><p>Tall</p></blockquote><p></p>
[QUOTE="TallIan, post: 6891281, member: 6853819"] Hi, I am newish to 5e but have about 18 years of roleplay behind me (mostly d&d). I have so far only really run a couple of standalone adventures for 5e but a couple of things I don't quite like, so was hoping to get some feedback on the balance of implementing hostiles for them. First off, the rather small difference between skills you are proficient in and those you are not. I do not want a skill rank system like 3.x and there are plenty of conversion systems available to do that. But I was thinking of using the disadvantage mechanic by having skills noted as: class skills; non class skills; and proficiencies. Proficiencies stay as they are in the PHB, and classes then get class skills (starting with roughly twice as many as they get proficiencies). All other skills are considered non class skills. If you are rolling for a non class skill you roll at disadvantage, if you are rolling a class skill you roll with the relevant ability. As well as the existing feat, you gain a proficiency every few levels, based on class. EDIT: this would only apply to skills and tools, armour, weapon and language proficiencies would be unchanged and tools are either proficient or non class. I think this will give skills a slightly bigger role, but will also give skills based classes a boost that I can't say they need or not. Secondly the concentration mechanic seems a bit bolted on to me. I absolutely agree that it is a great idea, but it becomes an increasingly valuable action as you gain more spells. Effectively becoming weaker the higher your level. So what I was thinking was to allow concentration on a number of spell levels equal to half your caster level. I wanted to include ability modifier in there as well, but multi class casters just gets to complicated. To compensate for this, I was going to reintroduce spell failure chance (I suppose this is a third house rule I'm asking about). When casting in armour the DC of the spell failing is twice the bonus to AC, ignoring any magical enhancements. Thanks Tall [/QUOTE]
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Couple of house rules I would like some critique on pls
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