D&D 5E Do You Even Homebrew

How Much Honebrew

  • RAW Only

    Votes: 5 7.9%
  • A Little. Mostly Rule Tweaks

    Votes: 28 44.4%
  • Lots. I could fill a book.

    Votes: 29 46.0%
  • I barely use the official rules.

    Votes: 1 1.6%

During the Playtest I kept working on my own version of 5E... just in case it sucked. I basically took the best aspects of the playtest and added things I thought was a missed opportunity. Of course, 5E was better than I could have hoped for (while being mass marketable). Even so, I have a LOT of house-rules/homebrew! I actually have so much that players have started to get confused between my D&D and "official" D&D :D
 

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I answered "Lots, I could fill a book" even though I can't really fill a book, as I don't track the material. I simply tell my players that whatever they find online is probably fine, just run it by me so we can adjust. I only have 1 PHB class in my current game, all the rest are homebrew.
 

We mostly play with the main books and UA articles. I have included homebrew items with the NPCs that heroes can later pick up such as spells and items. This includes some subclasses that show up on NPCs that players may find interesting if they want to try them out (They will be running into lithomancers in a later session, sorcerers with an earth/stone theme). I also recently created a crusader subclass for fighters that I might start using for certain NPCs and I have updated my older Sha'ir subclass which will be making an appearance at a later stage. We don't play often though, so he may not be in it for well over a year.

All of our adventures have been homebrew. I have the various adventure paths but tend to create my own adventures.

However, a lot of my homebrew probably won't make it into my games since I have done a lot for the world of Mystara. Perhaps at a later date we will end up running in that world or a world like it. I've created subclasses for the Glantrian and Alphatian wizards, Elven Tree-keepers, and written notes on how the various races fit in. I'm also slowly developing 5 planar races related to the spheres of power. Much of what I create is just for the fun of it. It might be nice to see it in game, but I don't necessarily create stuff specifically to include.
 

From the fact that you made one of the choices "RAW only", I inferred that you were just talking about rules, so I chose "A little". OTOH, my campaign world and many monsters and magic items are totally homebrew.
 

We dropped XP for a while in 4e. leveling every three sessions. We brought it back in 5e because we had a little turnover in the group and added a couple of new players. It turns out that they don't care that much either, so we may drop it again. Or not.

We level the whole group together, regardless of attendance record. Only one guy is really consistent about tracking xp, so if he misses a session (hasn't happened) or is late to a session (has happened) then we end up leaving xp on the table. And for a party of 7, all the xp awards are suspiciously round numbers.

Rations get ignored. So, I guess we are not enthusiastic about minutiae. But there isn't much of that in 5e.

The party champion, a dwarf, likes to switch between a great axe and a polearm. No one has ever asked him where he's keeping that polearm when he's using the great axe. But he's that dude who can't keep track of his own hit points, likes to play the guitar at the table, and needs to be told what's going on when his turn comes up, so you pick your battles.

Other than the above, we play it RAW. I chose the RAW option, so I lied.
 

It varies wildly from game to game... I go as far or do as little as required for a particular game or circumstance.
I generally view the game rules and all the various things in the game as a starting point from which to add, trim or change if and as necessary.

I generally use the rules as written - I'm more likely to ignore some of the minor things (arrows, rations, juggling action economy) than to add new rules or rewrite whole sections of them.
I rarely ever ban spells, items or classes from official products or UA articles.
I don't generally use third-party classes unless it's absolutely impossible to model a character concept with the existing ones, but have no problem tweaking the existing ones (sometimes severely) to better fit individual tastes. (And I will unrepentantly drag the multiclassing rules into a dark alley and do unnatural things to them in order to make a character concept work the way a player wants it to...)

As far as campaign worlds, or new items, spells, monsters, etc., I freely steal or borrow from anywhere and everywhere and am constantly coming up with new stuff that I may or may not ever use. As far as I'm concerned, "Canon" is a misspelling of the big metal thing I use to blow established settings and other game elements into little pieces I can build other things out of.
For the most part, though, across the various editions, I've generally found that I didn't need to change very much that was already in the game unless I was intending to do something wildly different on a grand scale.
 


It varies from game to game and I create a lot of magic items.

I think the option I had the most fun playing with is varying feats. I've had them as cybernetics, magical tattoos on people, divine blessings...
 

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