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<blockquote data-quote="p_johnston" data-source="post: 8145685" data-attributes="member: 7016849"><p>I run a fairly extensive list of house rules/homebrew that I change up fairly frequently. As a whole if I see something in the system that I feel could be improved I'll house rule it for 2 to 5 sessions and see how it goes. If the it seems to be easy to use and fun I keep it. If the players never remember it or it causes a feel bad moment I toss it.</p><p></p><p>Currently the house rules that are a core part of my game are</p><p>1) I changed the entire feat/ability score system so that players get a "mini" feat every two levels along with a single ability score increase. (I have like 11 pages of feats by now mostly stolen from the base game, pathfinder, Star Wars 5e, etc).</p><p>2) I changed character creation so that players can make any background and take any equipment (within reason) that they want.</p><p>3) I tried to fix up the Berserker, 4 elements monk, and ranger.</p><p>4) I turned perform into a tool proficency and lumped all instruments in with it.</p><p>5) I combined survival and handle animal.</p><p>6) I allow people to use inspiration to either reroll or ask for a plot hint.</p><p>7) I use an injury mechanic whenever someone goes down/takes massive damage. I also tinkered with the death save system.</p><p>8) I tweaked/removed about 15 spells (some for balance, some to make them more useful, some because they were just annoying)</p><p>9) I use an encumbrance system I stole from Pathfinder 2e</p><p></p><p>Rules I'm Testing</p><p>1) Changing expertise to work like the dragonmark bonuses from Eberron.</p><p>2) Having 2 short rests per long rest that take 5 minutes (give or take 5 minutes depending on plot needs)</p><p>3) Having long rests take place whenever necessary for pacing (by adventure, by day, by week, etc)</p><p>4) allowing people who role critical hits to just declare they deal max damage with their base attack rather then roll double dice (statistically should be about the same on average but save some time).</p></blockquote><p></p>
[QUOTE="p_johnston, post: 8145685, member: 7016849"] I run a fairly extensive list of house rules/homebrew that I change up fairly frequently. As a whole if I see something in the system that I feel could be improved I'll house rule it for 2 to 5 sessions and see how it goes. If the it seems to be easy to use and fun I keep it. If the players never remember it or it causes a feel bad moment I toss it. Currently the house rules that are a core part of my game are 1) I changed the entire feat/ability score system so that players get a "mini" feat every two levels along with a single ability score increase. (I have like 11 pages of feats by now mostly stolen from the base game, pathfinder, Star Wars 5e, etc). 2) I changed character creation so that players can make any background and take any equipment (within reason) that they want. 3) I tried to fix up the Berserker, 4 elements monk, and ranger. 4) I turned perform into a tool proficency and lumped all instruments in with it. 5) I combined survival and handle animal. 6) I allow people to use inspiration to either reroll or ask for a plot hint. 7) I use an injury mechanic whenever someone goes down/takes massive damage. I also tinkered with the death save system. 8) I tweaked/removed about 15 spells (some for balance, some to make them more useful, some because they were just annoying) 9) I use an encumbrance system I stole from Pathfinder 2e Rules I'm Testing 1) Changing expertise to work like the dragonmark bonuses from Eberron. 2) Having 2 short rests per long rest that take 5 minutes (give or take 5 minutes depending on plot needs) 3) Having long rests take place whenever necessary for pacing (by adventure, by day, by week, etc) 4) allowing people who role critical hits to just declare they deal max damage with their base attack rather then roll double dice (statistically should be about the same on average but save some time). [/QUOTE]
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