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How Close do you stick with the Game As Written?
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<blockquote data-quote="Olaf the Stout" data-source="post: 6425635" data-attributes="member: 13703"><p>I haven't played 5E yet, so I can't comment too much on that. I imagine I'll give it a go RAW first before I decide to make any house rules (and I may not).</p><p></p><p>In my 3.5E game I have about a dozen house rules. I used to have 2-3 times that amount, but I've gotten rid of most of them over time.</p><p></p><p>The ones I do have I think serve a purpose.</p><p></p><p>For example, one house rule is that Rogues get an automatic Search check when they come within 5ft of a trap if they are moving carefully (half-speed). This works the same way as the Elven ability to find secret doors.</p><p></p><p>I introduced that rule to stop the whole "I move 5ft, I check for traps." situation that can come up otherwise.</p><p></p><p>I swapped out Turn Undead for the Pathfinder ability Channel Energy simply because I find the Turn Undead mechanic a bit clunky and I like the Channel Energy ability better.</p><p></p><p>I don't allow Spiked Chains or Floaty Shields because I think they are broken.</p><p></p><p>For 20ft and 40ft area spread spells (i.e. Fireball), instead of picking an intersection for the middle of the spell, you instead pick a square on the battlemat and roll a D4 to determine from which corner of the square the spell originates from. This was to make placement of the larger spells slightly more random.</p><p></p><p>So each house rule serves a purpose, although the reasons for them are varied.</p></blockquote><p></p>
[QUOTE="Olaf the Stout, post: 6425635, member: 13703"] I haven't played 5E yet, so I can't comment too much on that. I imagine I'll give it a go RAW first before I decide to make any house rules (and I may not). In my 3.5E game I have about a dozen house rules. I used to have 2-3 times that amount, but I've gotten rid of most of them over time. The ones I do have I think serve a purpose. For example, one house rule is that Rogues get an automatic Search check when they come within 5ft of a trap if they are moving carefully (half-speed). This works the same way as the Elven ability to find secret doors. I introduced that rule to stop the whole "I move 5ft, I check for traps." situation that can come up otherwise. I swapped out Turn Undead for the Pathfinder ability Channel Energy simply because I find the Turn Undead mechanic a bit clunky and I like the Channel Energy ability better. I don't allow Spiked Chains or Floaty Shields because I think they are broken. For 20ft and 40ft area spread spells (i.e. Fireball), instead of picking an intersection for the middle of the spell, you instead pick a square on the battlemat and roll a D4 to determine from which corner of the square the spell originates from. This was to make placement of the larger spells slightly more random. So each house rule serves a purpose, although the reasons for them are varied. [/QUOTE]
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