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<blockquote data-quote="DanS" data-source="post: 6424000" data-attributes="member: 6785049"><p>Hi guys,</p><p></p><p>First post here and I am looking to get your views and opinions. I did a search on the forum but was unable to find any threads already active - I am sure I have missed them, and if so please redirect me or what not. </p><p></p><p>I am about to run a campaign using 5th ed. I am setting it in Waterdeep and the surrounding areas. I do enjoy the 5th ed system and prefer it to 3, 3.5 and 4th however, there are some rules I really don't like and some which I think need to be introduced. </p><p></p><p>I am wondering what you think about the House Rules I am debating. I have already cruised the net to see what the word is on the matter and some ideas come from those, but they cover most of which I feel is a problem in my eyes. note: As I am running the game, I am implementing rules which suit me, as such I will be taking them to my group prior to gameplay to see what they think. </p><p></p><p></p><ol> <li data-xf-list-type="ol">Resting - Short Rests are now limited to 2 per Long Rest. You may spend as many HD as available, as normal. Long Rests now give you back your full HD limit (not half as in book) however, you no longer receive max Hit Points upon Long Rest completion, instead you must spend your HD to recoup HP.</li> <li data-xf-list-type="ol">Hit Points per new level - 1st level equals max class HP, every level from then you must roll for HP, no "taking half" (as in book).</li> <li data-xf-list-type="ol">HP/HD 11th level up - As of Level 11, you do not gain anymore Hit Points. You do still gain your HD up until Level 15.</li> <li data-xf-list-type="ol">Gold/Equipment - Starting Gold will be rolled, you will not be able to take starting equipment, you must buy what you can with starting gold roll.</li> <li data-xf-list-type="ol">Charge - A character may charge an gain the following benefits and penalties: Double damage on attack (overall damage i.e. if you roll 2d6, you would roll 4d6 - if you crit you would only roll 6d6, not 8d6) if you hit, but character suffers advantage attacks on them until their next turn (melee or ranged).</li> </ol><p></p><p></p><p> *I need to double check the charge rule in comparison to the martial characters abilities.* </p><p></p><p>Furthermore, does anyone think a rule for Flat Footed when surprised should be house ruled in place of Ad/DisAd? </p><p></p><p>Cheers</p><p>Dan</p></blockquote><p></p>
[QUOTE="DanS, post: 6424000, member: 6785049"] Hi guys, First post here and I am looking to get your views and opinions. I did a search on the forum but was unable to find any threads already active - I am sure I have missed them, and if so please redirect me or what not. I am about to run a campaign using 5th ed. I am setting it in Waterdeep and the surrounding areas. I do enjoy the 5th ed system and prefer it to 3, 3.5 and 4th however, there are some rules I really don't like and some which I think need to be introduced. I am wondering what you think about the House Rules I am debating. I have already cruised the net to see what the word is on the matter and some ideas come from those, but they cover most of which I feel is a problem in my eyes. note: As I am running the game, I am implementing rules which suit me, as such I will be taking them to my group prior to gameplay to see what they think. [LIST=1] [*]Resting - Short Rests are now limited to 2 per Long Rest. You may spend as many HD as available, as normal. Long Rests now give you back your full HD limit (not half as in book) however, you no longer receive max Hit Points upon Long Rest completion, instead you must spend your HD to recoup HP. [*]Hit Points per new level - 1st level equals max class HP, every level from then you must roll for HP, no "taking half" (as in book). [*]HP/HD 11th level up - As of Level 11, you do not gain anymore Hit Points. You do still gain your HD up until Level 15. [*]Gold/Equipment - Starting Gold will be rolled, you will not be able to take starting equipment, you must buy what you can with starting gold roll. [*]Charge - A character may charge an gain the following benefits and penalties: Double damage on attack (overall damage i.e. if you roll 2d6, you would roll 4d6 - if you crit you would only roll 6d6, not 8d6) if you hit, but character suffers advantage attacks on them until their next turn (melee or ranged). [/LIST] *I need to double check the charge rule in comparison to the martial characters abilities.* Furthermore, does anyone think a rule for Flat Footed when surprised should be house ruled in place of Ad/DisAd? Cheers Dan [/QUOTE]
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