D&D (2024) Homebrew and the Origins playtest, how does it affect your rules?

darjr

I crit!
Reading all the commentary it struck me that home rules are something WotC may only have an idea of besides any if thier own or those from famous streams or players.

That got me thinking about how the playtest may be interacting with peoples home rules. How are yours being effected?
 

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I'll likely get the new box set in October and that may be a good time to start with the playtest rules.
Cool!

But does it cause any issues?

For instance I have a simple home rule about maxing the first set of dice in a crit. The playtest nixes that. So what to do? I dunno. Max half the dice? Set a min? Reroll 1s?
 


They didn’t make potion-drinking a bonus action yet, though they have time and opportunities to do so.

I’ve been ambivalent on nat 20’s only meaning something special on attack rolls an death saves for a while. If/when I use the new rules I’ll probably play as written for a while before I consider tweaking.
 

I'll treat it like I treat new games, new editions, and new recipes. Follow along as written at least once, then fiddle with it.

That said, the autosuccess on a nat 20 is going to be a pain to deal with. The current player habit is to shout out a skill name and chuck a d20 before waiting for the referee to even acknowledge the player's said something, much less sussed out the actual interaction of the situation. A player who's yelled a skill name, thrown a die across the table, and sees a nat 20 is going to be even harder to talk down when the rules specifically tell them they've autosucceeded at whatever random thing they think they're doing without consulting the referee first.
 


I'll treat it like I tread new games, new editions, and new recipes. Follow along as written at least once, then fiddle with it.
Oh that’s a great idea. Still thiugh what homebrew do you really like that you might keep to bring along that will need to change?
 

Oh that’s a great idea. Still thiugh what homebrew do you really like that you might keep to bring along that will need to change?
It won't really matter until they get to monsters. I homebrew most of the things the PCs fight. I don't tend to homebrew races, classes, subclasses, feats, spells, etc. It's just too much hassle. I'm a minimalist at heart, the thought of digging into the mechanics of classes and balance and trying to homebrew one just leaves me cold.
 

I'm going to have problems getting away from FLANKING. Also, everyone likes the drinking potions as a bonus action and roll dice or full action for full heal.
Honestly I hate the optional flanking rules for 5e as they completely trample all over other class features. We implemented a hourse rule for flanking to be a +2 bonus to hit instead and no way am I ever changing that back to advantage.

More on topic, it's too early to say. I need to see updated classes and how certain classes like Bards and Artificers will function with the new spell lists (i.e. it is absolutely stupid in my mind for them to both lose healing) before I can make a true determination call.

Tentatively atm I'm leaning towards the following ideas though:
1) Having warlock's spell list be determined by their patron choice.
2) Making a 4th list for bards and artificers (assuming this doesn't happen)
3) I'll be reevaluating every one of my subclasses and classes I've Homebrewed, though that happens constantly regardless of any new playtest or not.
 

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