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<blockquote data-quote="77IM" data-source="post: 7299827" data-attributes="member: 12377"><p>At this point I am basically down to two house rules:</p><p></p><p><strong>1.</strong> Stacking Inspiration. Each point lasts until you use it. Feel free to just hoard it for saving throws during boss fights, I don't care. This rule is fun because it gives people incentive to seek Inspiration when they already have some.</p><p></p><p><strong>2.</strong> Ability Check "Wagers." I let players break all kinds of rules if they can succeed on an ability check (typically DC 15 but maybe more or less). It's a wager because if you <em>fail</em>, something really bad happens.</p><p></p><p>Examples: You can move twice your speed with a Dex check, but if you fail, you fall prone and use up your movement for the turn! You can concentrate on two spells at once with a Con check, but if you fail, you lose both spells and their spell slots are wasted! You can use a magic item you normally couldn't with a Cha check, but if you fail, it backfires! You can cast a spell with a modified area, range, duration, components, etc. with an Int check, but if you fail, the spell backfires! I'll even let players alter the setting if they want: That NPC will be a long-lost friend with a Cha check, but if you fail, he's a long-lost enemy! This town has a major temple of your deity with a Wis check, but if you fail, the town instead has a major temple of your deity's worst enemy!</p><p></p><p>This rule works well for me because instead of worrying about the difficulty of the check, I consider the consequences and make sure that the upside and the downside are roughly balanced. This puts the ball back in the player's court: they have to then decide how badly they want that upside. Are they willing to risk failure? Do they want to shop around for bonuses to make the task easier? Maybe spend some of that Inspiration that they've been hoarding?</p></blockquote><p></p>
[QUOTE="77IM, post: 7299827, member: 12377"] At this point I am basically down to two house rules: [B]1.[/B] Stacking Inspiration. Each point lasts until you use it. Feel free to just hoard it for saving throws during boss fights, I don't care. This rule is fun because it gives people incentive to seek Inspiration when they already have some. [B]2.[/B] Ability Check "Wagers." I let players break all kinds of rules if they can succeed on an ability check (typically DC 15 but maybe more or less). It's a wager because if you [I]fail[/I], something really bad happens. Examples: You can move twice your speed with a Dex check, but if you fail, you fall prone and use up your movement for the turn! You can concentrate on two spells at once with a Con check, but if you fail, you lose both spells and their spell slots are wasted! You can use a magic item you normally couldn't with a Cha check, but if you fail, it backfires! You can cast a spell with a modified area, range, duration, components, etc. with an Int check, but if you fail, the spell backfires! I'll even let players alter the setting if they want: That NPC will be a long-lost friend with a Cha check, but if you fail, he's a long-lost enemy! This town has a major temple of your deity with a Wis check, but if you fail, the town instead has a major temple of your deity's worst enemy! This rule works well for me because instead of worrying about the difficulty of the check, I consider the consequences and make sure that the upside and the downside are roughly balanced. This puts the ball back in the player's court: they have to then decide how badly they want that upside. Are they willing to risk failure? Do they want to shop around for bonuses to make the task easier? Maybe spend some of that Inspiration that they've been hoarding? [/QUOTE]
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