My first 5e house rule

fjw70

Adventurer
Healing. I just really like the 4e healing surges and none of the kids is playing a cleric, so gone are HD healing. Now each PC gets 8 healing surges that are 1/4 of hp (min 5) and they can spend as many of they want during a short rest. A long rest restores all hp and surges (I will probably require a few days rest for a long rest). Also, the fighter's second wind allows them to use a surge as a bonus action.


This may or may not be a permanent house rule but it should work for now.
 

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Healing. I just really like the 4e healing surges and none of the kids is playing a cleric, so gone are HD healing. Now each PC gets 8 healing surges that are 1/4 of hp (min 5) and they can spend as many of they want during a short rest. A long rest restores all hp and surges (I will probably require a few days rest for a long rest). Also, the fighter's second wind allows them to use a surge as a bonus action.


This may or may not be a permanent house rule but it should work for now.

What do you mean "none of the kids is playing a cleric, so gone are HD healing"? You don't need a Cleric to use HD healing during a short rest, everyone can do it. See pg 67 of the Basic rules.
 

I'm tempted to houserule crits back to the latest playtest package version. First I'm going to give the current rules a chance in play, though.
 

Healing works pretty well even without a cleric in my experience (though I haven't played with the current rules). The players will just have to be a little more cautious, but with hit dice (which don't need a cleric) and the fighter's Second Wind, they shouldn't have too much of a problem.
 

My houserules will likely be;

Long Rest: Regain all HDs and no HP.
Ability Score maximum: Ability score cap of 18 without magic items.
Attunement: No limit on magic items attunement.
 

I'd recommend playing the rules straight at least once before you start fiddling with them unless it's something you absolutely detest. If you're the type that prefers slower healing, then by all means change the "you get all HP back after a long rest" rule. But fiddling around with hit dice, the crit mechanics, and things like that is a bit more nuanced than you think when it comes to balance against monster damage output. If you try the rules and still aren't satisfied, then by all means, come up with new ones. But do give them a shot at least. That's my two cents on the matter.

That said, I'm probably going to try a system in my not-recorded-for-podcasting game where you roll your maximum hit dice to recover HP after a long rest. I don't really like full healing (as it doesn't give incentives to leave and regroup), but I don't like relying solely on healing abilities to regain HP either.
 


What do you mean "none of the kids is playing a cleric, so gone are HD healing"? You don't need a Cleric to use HD healing during a short rest, everyone can do it. See pg 67 of the Basic rules.

Sorry didn't mean to imply that HD healing required a cleric. I just wanted to juice up the natural healing some without a cleric in the group (and I just like healing surges better).
 


I'd recommend playing the rules straight at least once before you start fiddling with them unless it's something you absolutely detest. If you're the type that prefers slower healing, then by all means change the "you get all HP back after a long rest" rule. But fiddling around with hit dice, the crit mechanics, and things like that is a bit more nuanced than you think when it comes to balance against monster damage output. If you try the rules and still aren't satisfied, then by all means, come up with new ones. But do give them a shot at least. That's my two cents on the matter.

That said, I'm probably going to try a system in my not-recorded-for-podcasting game where you roll your maximum hit dice to recover HP after a long rest. I don't really like full healing (as it doesn't give incentives to leave and regroup), but I don't like relying solely on healing abilities to regain HP either.

Agree. It's always seemed to me to be easy to justify getting hps back pretty quickly if you are already at half your hps or higher. Below that is more wear and tear, and those shouldn't come back as quick. Haven't figured out how to model that yet though without adding too much undesired complication!
 

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