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<blockquote data-quote="Jefe Bergenstein" data-source="post: 6644110" data-attributes="member: 31506"><p>I'm not a fan of the fumble rules, for reasons others have stated. Its also a potentially heavy nerf to the rogue, which absolutely doesn't need it. The class is balanced under the assumption that sneak attack is always on. </p><p></p><p>IMO, D&D is and always has been a crappy system for a sim heavy game. Classes, hit points, armor, etc are all things you're going to struggle against.</p><p></p><p>I prefer a narrative fumble system, where the player is rewarded for risking or accepting a fumble. I quite liked 4th edition Darksun's weapon breakage rule, where it put the choice in the hands of the player, where you could re-roll an attack at the cost of having the weapon break.</p><p></p><p>In terms of my house rules: </p><p></p><p>I implemented a group pool for stats. Everyone rolled 4d6, drop the lowest, IN ORDER (so your first roll was assigned to strength). After everyone had generated an array, anyone could use any of them, or you could use the standard array arranged to taste.</p><p>I don't allow rolling for hit points (you take average after 1st level). </p><p></p><p>I moved the extra attack from dual wielding to the Attack action for those with the feat or fighting style. This lets fighters get 2 offhand attacks on their action surge, lets rangers cast their bonus action spells, etc. </p><p></p><p>Pact of the Chain familiars improve with Warlock levels. They gain size appropriate hit dice and stat bumps/feats every 4 warlock levels.</p><p></p><p>Warlock's add their patron spells to list of spells known, not just spells they CAN know. </p><p></p><p>Thief subclass gets use magic device at 3rd level, can use a magic item as a bonus action as their Cunning Action. The campaign hasn't got there yet, but at 13th now they get an ability to steal a quality/characteristic from someone, similar to the Thief of Legend ability from 4th edition. </p><p></p><p>I also granted a feat at 2nd level as people were wanting to try them out and I knew it would be months before anyone hit 4th. I might not do this for future games where the advancement was faster or we played more often.</p><p></p><p>Thus far, we only have a Paladin, Warlock and Rogue in the group. The paladin is by far the most powerful in combat, and no slouch in out of combat versatility (charlatan background, 20 charisma, additional spells from Oath of the Ancients). Were anyone playing them, I'd boost the Ranger a bit by adding cantrips, more spells known, fighters (with a third skill, and a few non-combat ability options) and add some thematic spells known to sorcerers based on bloodline.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 6644110, member: 31506"] I'm not a fan of the fumble rules, for reasons others have stated. Its also a potentially heavy nerf to the rogue, which absolutely doesn't need it. The class is balanced under the assumption that sneak attack is always on. IMO, D&D is and always has been a crappy system for a sim heavy game. Classes, hit points, armor, etc are all things you're going to struggle against. I prefer a narrative fumble system, where the player is rewarded for risking or accepting a fumble. I quite liked 4th edition Darksun's weapon breakage rule, where it put the choice in the hands of the player, where you could re-roll an attack at the cost of having the weapon break. In terms of my house rules: I implemented a group pool for stats. Everyone rolled 4d6, drop the lowest, IN ORDER (so your first roll was assigned to strength). After everyone had generated an array, anyone could use any of them, or you could use the standard array arranged to taste. I don't allow rolling for hit points (you take average after 1st level). I moved the extra attack from dual wielding to the Attack action for those with the feat or fighting style. This lets fighters get 2 offhand attacks on their action surge, lets rangers cast their bonus action spells, etc. Pact of the Chain familiars improve with Warlock levels. They gain size appropriate hit dice and stat bumps/feats every 4 warlock levels. Warlock's add their patron spells to list of spells known, not just spells they CAN know. Thief subclass gets use magic device at 3rd level, can use a magic item as a bonus action as their Cunning Action. The campaign hasn't got there yet, but at 13th now they get an ability to steal a quality/characteristic from someone, similar to the Thief of Legend ability from 4th edition. I also granted a feat at 2nd level as people were wanting to try them out and I knew it would be months before anyone hit 4th. I might not do this for future games where the advancement was faster or we played more often. Thus far, we only have a Paladin, Warlock and Rogue in the group. The paladin is by far the most powerful in combat, and no slouch in out of combat versatility (charlatan background, 20 charisma, additional spells from Oath of the Ancients). Were anyone playing them, I'd boost the Ranger a bit by adding cantrips, more spells known, fighters (with a third skill, and a few non-combat ability options) and add some thematic spells known to sorcerers based on bloodline. [/QUOTE]
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