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My House Rules (5E/2024), edited & updated
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<blockquote data-quote="MNblockhead" data-source="post: 9628979" data-attributes="member: 6796661"><p>Thanks for sharing. Curious on what your process is. Did you run the 2024 game RAW for a while first, or did you feel you are familiar enough with the game and how you wanted it to run that you were confident that you could create your homebrew by reading the rules and making changes before you started running games?</p><p></p><p>Generally I like to run the game RAW for a while before introducing changes. Then, most of my changes are additive rather than removing or changing existing rules. But now that I've run 5e for a decade, I think I would be more comfortable introducing changes from the get go when I get around to running a DnD '24 campaign.</p><p></p><p>Some questions about some of your specific rules:</p><p></p><p><strong>Slot‑based encumbrance.</strong> Can you share more details on how you do this? I've played around with lots of encumbrance variants over the years, but whichever I choose I end up defaulting to a lot of fudge and just calling out when things get too silly. I'm actually more of a fan of weight based when using digital character sheets. It can be silly when you have very awkward and encumbering but not very heavy items, but I can just use DM and table discretion for edge cases. </p><p></p><p>WFRP 4e uses abstract encumbrance points, which I liked when I started running the game but it gets silly quickly with zero‑encumbrance items. </p><p></p><p>For slot based, how do you handle containers? Can some wearable give you additional slots (e.g. backbacks, belts and belt pouches, cloaks with inside pockets)? Do you ignore item attributes like weight and length entirely? I think slot based is good at modeling a more realistic sense of what you have ready, and how encumbering things can be when carried, esp. without proper wearable containers. But not so much when it comes to weight. E.g. carrying a laden chest with both hands versus a warhammer. The chest is going to be much more cumbersome. </p><p></p><p><strong>Components.</strong> I'm a fan of making components matter, a preference many folks have strong feelings about (mostly against if my discussions on ENworld are representative). Do you allow a caster to use a focus instead of components or are components required in all instances? Do you require your players to acquire the components listed in the spell descriptions and track them on their character sheets? How I handle this depends on the campaign I'm running. I'm liking how spell ingredients are handled in WFRP 4e. You don't have to use ingredients to cast spells, but it makes casting the spells more dangerous. Rules for ingredients are more abstracted. You can just pay a flat cost for ingredients or make skills checks to gather ingredients. Players can flavor them however they want. I'm thinking of trying to come up with similar homebrew rules like this for D&D.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9628979, member: 6796661"] Thanks for sharing. Curious on what your process is. Did you run the 2024 game RAW for a while first, or did you feel you are familiar enough with the game and how you wanted it to run that you were confident that you could create your homebrew by reading the rules and making changes before you started running games? Generally I like to run the game RAW for a while before introducing changes. Then, most of my changes are additive rather than removing or changing existing rules. But now that I've run 5e for a decade, I think I would be more comfortable introducing changes from the get go when I get around to running a DnD '24 campaign. Some questions about some of your specific rules: [B]Slot‑based encumbrance.[/B] Can you share more details on how you do this? I've played around with lots of encumbrance variants over the years, but whichever I choose I end up defaulting to a lot of fudge and just calling out when things get too silly. I'm actually more of a fan of weight based when using digital character sheets. It can be silly when you have very awkward and encumbering but not very heavy items, but I can just use DM and table discretion for edge cases. WFRP 4e uses abstract encumbrance points, which I liked when I started running the game but it gets silly quickly with zero‑encumbrance items. For slot based, how do you handle containers? Can some wearable give you additional slots (e.g. backbacks, belts and belt pouches, cloaks with inside pockets)? Do you ignore item attributes like weight and length entirely? I think slot based is good at modeling a more realistic sense of what you have ready, and how encumbering things can be when carried, esp. without proper wearable containers. But not so much when it comes to weight. E.g. carrying a laden chest with both hands versus a warhammer. The chest is going to be much more cumbersome. [B]Components.[/B] I'm a fan of making components matter, a preference many folks have strong feelings about (mostly against if my discussions on ENworld are representative). Do you allow a caster to use a focus instead of components or are components required in all instances? Do you require your players to acquire the components listed in the spell descriptions and track them on their character sheets? How I handle this depends on the campaign I'm running. I'm liking how spell ingredients are handled in WFRP 4e. You don't have to use ingredients to cast spells, but it makes casting the spells more dangerous. Rules for ingredients are more abstracted. You can just pay a flat cost for ingredients or make skills checks to gather ingredients. Players can flavor them however they want. I'm thinking of trying to come up with similar homebrew rules like this for D&D. [/QUOTE]
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