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D&D 5E How much homebrew material do you use?

How much homebrew stuff do you use?

  • Loads of it

    Votes: 41 59.4%
  • Some, occasionally

    Votes: 23 33.3%
  • None: official stuff only

    Votes: 5 7.2%

The last campaign I completed as a GM made extensive use of home brewed material. 90% of adventures and scenarios were created by me (I borrowed a few dungeons). It was set in a pseudo earth, so I did a lot of research and spent hours pouring over maps. But it was a mixture of high historical accuracy and completely made up stuff. Perhaps my greatest moment was using this:

http://www.akdn.org/sites/akdn/files/Publications/2008_aktc_aleppo.pdf

A 28 guide on the Citadel of Aleppo (this was before the civil war). I used the map of the ruins and added plausible elements. The characters accessed the underground without being detected, searching the 4000 year old temple to the storm god Hadda, so that they may retrieve an ancient artefact. While escaping, they stumbled upon the dungeons and freed Joscelin II, Count of Edessa, who had been captured a year prior. (I urge you to take a look at the document, it's very inspiring)

In my current campaign it's more 50/50. I'm using the Yoon-Suin campaign setting (amazing book) but this is a book that one uses to creates their own version of Yoon-Suin, none will be alike. So a lot of it is unique to me :)
 

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Maybe I miss the point, but the OP isn't specific, I don't see campaign worlds or adventures as 'homebrew' - to me that's just DnD. Homebrew to me is rules and stuff, not the where or what your adventures are. So I put 'some' I have a few homebrew rules, but 50-50 using campaign worlds/adventures that are mine or published. Though slowly going to more published due to real life getting in the way.
 

World, cosmology and setting: completely homebrew except cosmology is only mostly homebrew
Rules system: a mishmash of completely-homebrew and heavily-tinkered-with official stuff; any connection with its root system (1e) is only vaguely recognizable now
Adventures: about 50-50 homebrew vs. canned, with the connecting story/stories entirely homebrew
Magic items: maybe 15% fully homebrew (i.e. we invented them), 55% heavily-tinkered-with official, 30% close-to-official; and their monetary values completely redone
Spells: very few are fully homebrew but a great many are heavily-modified from their originals; a very few are still close-to-official

EDIT to add:

Monsters: a mix of official, tinkered, and very tinkered; very few if any completely homebrew

Lanefan
 
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Lots. Setting adventure, fluff and flavor comes from my imagination, the D&D game serves as a creative outlet for me. Mechanically it's a mish-mosh of most of the official "editions" (I started with Moldvay Basic and within months had switched to AD&D, having played in all editions since, it is not a D20 system). Races, classes, skills, feats, magic, monsters from official sources (or alternate sources anyway) will be tweaked mechanically and fluff-wise to fit in with setting, in addition to self created content.
 



Setting: Usually my own, though I did run a few adventures in Glantri of the Known World as an outro from X2.

Adventures: I enjoy running published adventures and I also enjoy creating my own. Maybe 60/40 homebrew? Most of the adventures I run were also not published for 5e, so I convert the mechanics myself, which sometimes involves homebrewing up the monsters. (X2, for instance, had a number of esoteric monsters that I spent some time reworking into 5e.)

Monsters: I like to tweak and refluff monster manual monsters into my own custom monsters. Not sure if that counts as homebrew or not? The monsters I create for myself tend to be done fairly quickly. If I am converting a monster from a non-5e adventure, I will spend more time. NPC conversion from other adventures (again, looking at you, X2, with a dozen high level caster NPCs), could also get pretty involved.

Player mechanics: Other than magic items, nah. If a player wanted to use or create a custom class or subclass or race or what have you, I'd work with them, but I'm not interested in handing my players a list of "additional options" that I've created for them. Particularly because scrapping or adjusting a poorly made monster is easy, but once that PC goes live, it's trickier to make changes on the fly.
 

None unless rolling on the DMG magic item tables instead of having the specific treasures in each adventure counts.

Really I'm just changing one official thing for another.

We also use the UA variant initiative and a bit stricter short/long rest mechanic similar to the Gritty Realism variant if that counts.
 

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