Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
House Rules That Make The Game Better
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pukunui" data-source="post: 6619186" data-attributes="member: 54629"><p>I'm pretty happy with the 5e rules, so I haven't got many house rules:</p><p></p><p>- Hit Points: At 1st level, add your Con score to your hit points instead of your Con mod.</p><p>- Healing Surge: As an action, you can spend up to half your hit dice to regain hit points.</p><p>- Feats: If you're playing a non-human race, you can trade your +2 racial ability bonus for a feat.</p><p>- Wild Magic: A wild magic surge triggers on a d20 roll equal to or less than the level of the spell slot cast (instead of always only on a 1).</p><p>- Injuries: You can choose to take a lingering injury instead of die.</p><p></p><p>I have also been using Plot Twist Cards in place of Inspiration but I'm thinking of just switching back to the default actually. My players just aren't really using the cards when they get them, so there's not much point.</p><p></p><p>Other house rules I've considered but haven't implemented:</p><p>- Adding "radiant" and "necrotic" to the list of things the barbarian's bear resistance doesn't apply to.</p><p>- Reducing the length of a short rest to 20 minutes.</p><p>- Turning the personality traits and inspiration mechanic into more of a FATE aspects sort of thing, whereby you have a pool of inspiration points that you can spend by invoking your traits, while the DM can give you more points by compelling those same traits. I haven't worked on it in any great detail, though.</p><p></p><p></p><p>EDIT:</p><p>I really like this one! Very flavorful! If I ever get around to running a homebrew world, I might do something like this too.</p><p></p><p></p><p>For all of you who've said you use house rules for initiative: how are they working out for you? I'm not satisfied with the default method for initiative, as I find working out the initiative order grinds everything to a halt and can sometimes take the tension out of a pending combat. I imagine rerolling initiative - and thus have to reorder the list - every round would make that feeling even worse and thus slow the game down even more. And I'm not sure I like the idea of side initiative either, in which all of one side goes and then all of the other side (assuming they haven't been completely decimated before they even get a turn). I've tried just running freeform combats without rolling initiative but my players don't really like that. So yeah - I have yet to find a method of running turn-based combats that I actually like.</p></blockquote><p></p>
[QUOTE="pukunui, post: 6619186, member: 54629"] I'm pretty happy with the 5e rules, so I haven't got many house rules: - Hit Points: At 1st level, add your Con score to your hit points instead of your Con mod. - Healing Surge: As an action, you can spend up to half your hit dice to regain hit points. - Feats: If you're playing a non-human race, you can trade your +2 racial ability bonus for a feat. - Wild Magic: A wild magic surge triggers on a d20 roll equal to or less than the level of the spell slot cast (instead of always only on a 1). - Injuries: You can choose to take a lingering injury instead of die. I have also been using Plot Twist Cards in place of Inspiration but I'm thinking of just switching back to the default actually. My players just aren't really using the cards when they get them, so there's not much point. Other house rules I've considered but haven't implemented: - Adding "radiant" and "necrotic" to the list of things the barbarian's bear resistance doesn't apply to. - Reducing the length of a short rest to 20 minutes. - Turning the personality traits and inspiration mechanic into more of a FATE aspects sort of thing, whereby you have a pool of inspiration points that you can spend by invoking your traits, while the DM can give you more points by compelling those same traits. I haven't worked on it in any great detail, though. EDIT: I really like this one! Very flavorful! If I ever get around to running a homebrew world, I might do something like this too. For all of you who've said you use house rules for initiative: how are they working out for you? I'm not satisfied with the default method for initiative, as I find working out the initiative order grinds everything to a halt and can sometimes take the tension out of a pending combat. I imagine rerolling initiative - and thus have to reorder the list - every round would make that feeling even worse and thus slow the game down even more. And I'm not sure I like the idea of side initiative either, in which all of one side goes and then all of the other side (assuming they haven't been completely decimated before they even get a turn). I've tried just running freeform combats without rolling initiative but my players don't really like that. So yeah - I have yet to find a method of running turn-based combats that I actually like. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
House Rules That Make The Game Better
Top