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<blockquote data-quote="DND_Reborn" data-source="post: 7583648" data-attributes="member: 6987520"><p>All-in-all, house rules are okay if the entire table is fine with them. Some of the things you propose wouldn't sit well with me as a player, but your group might be fine with them all. I certainly don't see anything here that would be game breaking.</p><p></p><p>In the game we play players and foes fail saves enough as it is. Remember that most characters will only be proficienct in two saves, and it is unlikely they will have more than a +2 or +3 in something they aren't proficient in. Most save DCs are already 10 or better, typically 15 or higher in many cases. Further along, DC's can top 20, so characters are unlikely to make much of those saves unless it happens to be something they are proficient in. Also, many foes don't have save proficiencies at all, although IMO they really should. I wouldn't be happy as a player in a game where the DCs are even higher even if it makes the math easier.</p><p></p><p>We play with critical failures. They are great and add some nice comic relief at time and suspence at other times. In fact, yesterday a hechman critically fumbled an attack roll and ended up hitting himself and knocking himself out! We all had a good laugh at that! Our game uses fairly simple mechanic, 3-step process:</p><p></p><p>1. You roll a 1 on an attack roll (melee, ranged, or spell) or on a skill check.</p><p>2. You make a new roll against a DC 15 using whatever modifier you used on the prior roll that was a 1. If you succeed, all is well. If you fail, a minor mishap occurs (dropped/thrown/stuck weapon, component pouch spills open, etc.). If you fail, you make another roll.</p><p>3. You make a final roll against a DC 15 again using the same modifier as before. Failure this time indicates major problem: weapon breaks, you hit an ally or yourself, your spell backlashes against you, etc.</p><p></p><p>Most of the time, you make the first check or the second, but sometimes you do fail both and something bad happens. Oh, and if you have any actions remaining and fail the first check, you lose them. It works both ways, and we haven't had any issues with it.</p><p></p><p>For spell resistance, you could apply disadvantage to the spell attack roll, just as the creature has advantage to the saves? +2 works fine as well, but it is another option.</p><p></p><p>Having some monsters not affected by sneak attack and crits is fine with me personally. Some of the creatures vunerable to such features never sat well with me or most of the others at our table.</p><p></p><p>Our DM really ramped up Identify by makeing the pearl consumed by the spell! Since there are a lot of magical items that don't require attunement, without Identify you can't know what many items do. Needless to say, my character typically has 3-5 100 gp pearls on her for Identify spells. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7583648, member: 6987520"] All-in-all, house rules are okay if the entire table is fine with them. Some of the things you propose wouldn't sit well with me as a player, but your group might be fine with them all. I certainly don't see anything here that would be game breaking. In the game we play players and foes fail saves enough as it is. Remember that most characters will only be proficienct in two saves, and it is unlikely they will have more than a +2 or +3 in something they aren't proficient in. Most save DCs are already 10 or better, typically 15 or higher in many cases. Further along, DC's can top 20, so characters are unlikely to make much of those saves unless it happens to be something they are proficient in. Also, many foes don't have save proficiencies at all, although IMO they really should. I wouldn't be happy as a player in a game where the DCs are even higher even if it makes the math easier. We play with critical failures. They are great and add some nice comic relief at time and suspence at other times. In fact, yesterday a hechman critically fumbled an attack roll and ended up hitting himself and knocking himself out! We all had a good laugh at that! Our game uses fairly simple mechanic, 3-step process: 1. You roll a 1 on an attack roll (melee, ranged, or spell) or on a skill check. 2. You make a new roll against a DC 15 using whatever modifier you used on the prior roll that was a 1. If you succeed, all is well. If you fail, a minor mishap occurs (dropped/thrown/stuck weapon, component pouch spills open, etc.). If you fail, you make another roll. 3. You make a final roll against a DC 15 again using the same modifier as before. Failure this time indicates major problem: weapon breaks, you hit an ally or yourself, your spell backlashes against you, etc. Most of the time, you make the first check or the second, but sometimes you do fail both and something bad happens. Oh, and if you have any actions remaining and fail the first check, you lose them. It works both ways, and we haven't had any issues with it. For spell resistance, you could apply disadvantage to the spell attack roll, just as the creature has advantage to the saves? +2 works fine as well, but it is another option. Having some monsters not affected by sneak attack and crits is fine with me personally. Some of the creatures vunerable to such features never sat well with me or most of the others at our table. Our DM really ramped up Identify by makeing the pearl consumed by the spell! Since there are a lot of magical items that don't require attunement, without Identify you can't know what many items do. Needless to say, my character typically has 3-5 100 gp pearls on her for Identify spells. :) [/QUOTE]
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