D&D 5E House Rules that Span Editions

the Jester

Legend
Do any of you have house rules that have remained unchanged for more than a full edition? I was just thinking about this because I'm starting to revise my fumble charts for the first time since 2e.

Most house rules are probably pretty edition-specific, or at least end up modified with edition changes. What house rules have you had that spanned more than one edition of the game?
 

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Background: Played AD&D from 1981 to 2012, when we started 5e. Only a bit of 3e and no 4e in between these times.


Probably the biggest houserule is start out with max HP at level 1. I know that's not really a house rule in 5e and was more officially accepted, but we roll for HP every level. One of my friends, when he DMs, is roll 4d6 drop lowest, reroll 1s for ability scores.
 


Generally.

Roll to divide up magic loot.
No Evil PCs (LE maybe ask DM 1st)
No stealing off other PCs
No fighting other PCs (unless charmed/dominated)
 

Falling has added effect for every "1" rolled, keep it scary (but not more than fighting a dragon)
Alternate language rules that require the actual player to omit letters when speaking depending on how well they know the language.
 


Do any of you have house rules that have remained unchanged for more than a full edition? I was just thinking about this because I'm starting to revise my fumble charts for the first time since 2e.

Most house rules are probably pretty edition-specific, or at least end up modified with edition changes. What house rules have you had that spanned more than one edition of the game?

Yes I have, and that's probably because my most important house rules have been metarules and as such are not tied to any existing ruleset.

The most important one for me has been the "no one can voluntarily harm another PCs (e.g. by attacking, stealing or betraying), unless everyone at the table agrees".
 

Roll to confirm critical hits. Roll to confirm fumbles (when used) Also, open-ended crits. [On a natural 20 (or whatever the crit range) crit must be confirmed by a second roll. If second roll is a hit, crit is confirmed. If second roll is also a crit, roll again to confirm. Repeat as necessary. A crit does maximum damage plus additional rolled damage dice as determined by edition. A double confirmed crit does double maximum plus additional rolled damage dice]
 

My stalwart is what I call the "+5 Combustion Rule," and it's been a feature of my table since I first started ruining games back in 1994:

In-character references to game mechanics cause your PC to burst into flames. No save.

Sorry, your paladin has no idea what a +1 sword is. Nor does your wizard have any idea how long is a round. Find another way to express these things when you are speaking in character.
 


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