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Some random house rules for things that bothered me
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<blockquote data-quote="pming" data-source="post: 7456593" data-attributes="member: 45197"><p>I'd add a new "stat" for Size. The ratings for Str don't make any sense in 5e to begin with as you can have a 7' tall mass of meat and muscles with a 10 Str and you can have a 3' tall lean mean fighting machine halfling with a 20 Str. So I pretty much ignore S/D/C/I/W/C ratings as indications of what a creature looks like in 5e. Anyway, I'd add "Size Adjustment" as a new rating for anything below Small or above Large. I'd probably make it a DC roll, and success would indicate a DR to anything non-magic. In my campaigns, magic is powerful not because it can do just about anything, but because it <em>is MAGIC</em> so it doesn't play by the same rules as an arrow or sword. I'd start with a DC 15 for T or H, DC 10 for G. Success indicates they take minimum damage from non-magic attacks.</p><p></p><p>I'd also use the Knockback rules in the DMG (I think that's where I saw them...makes sense there). Might increase the chances based on the attacker v defenders Weight difference. If you are normal dude and you get backhanded by a 9-ton giant...you're going airborn.</p><p></p><p> </p><p></p><p>Just because something isn't as powerful/useful as another doesn't indicate how rare it should be. I understand where you are coming from though, as we are talking about "mechanical effects in D&D", essentially. What I've done is...well, nothing. I learned decades ago to not give out all the juicy magic items that an adventure or whatever calls for. Exceptions are potions and scrolls. I don't "give out" magic items, as I roll for them based on the monsters treasure type as per 1e/Hackmaster4th. The "if you defeat CR 5 encounter...you get these amounts of magic, coins and gems" just sits wrongly with me. So...I pretty much use the Treasure Types in 1e/HM where they get a percentage chance for X amount of whatever (coins, gems, potions, etc). </p><p></p><p>One rule I've always lived by since figuring it out back in the mid-80's: <em>It's easier to give, than to take away.</em> </p><p></p><p></p><p></p><p>Easiest way to do this is to just assign some flat chance an item with a "+" is magic or not. Say a flat DC roll...10, 15, 20, whatever you feel is best for your campaign (use it consistently! Don't vary it once you have the DC you want). Then when a "magic sword +2" is indicated, roll. If you get equal or above whatever DC you set for your campaign, then it is indeed a magic sword +2. Otherwise it's just a sword. Or a "master work sword, +2, non-magical". Its +2 th/dmg, but can't cut ghosts. It's non-magical. That's what I'd do for 5e.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7456593, member: 45197"] I'd add a new "stat" for Size. The ratings for Str don't make any sense in 5e to begin with as you can have a 7' tall mass of meat and muscles with a 10 Str and you can have a 3' tall lean mean fighting machine halfling with a 20 Str. So I pretty much ignore S/D/C/I/W/C ratings as indications of what a creature looks like in 5e. Anyway, I'd add "Size Adjustment" as a new rating for anything below Small or above Large. I'd probably make it a DC roll, and success would indicate a DR to anything non-magic. In my campaigns, magic is powerful not because it can do just about anything, but because it [I]is MAGIC[/I] so it doesn't play by the same rules as an arrow or sword. I'd start with a DC 15 for T or H, DC 10 for G. Success indicates they take minimum damage from non-magic attacks. I'd also use the Knockback rules in the DMG (I think that's where I saw them...makes sense there). Might increase the chances based on the attacker v defenders Weight difference. If you are normal dude and you get backhanded by a 9-ton giant...you're going airborn. Just because something isn't as powerful/useful as another doesn't indicate how rare it should be. I understand where you are coming from though, as we are talking about "mechanical effects in D&D", essentially. What I've done is...well, nothing. I learned decades ago to not give out all the juicy magic items that an adventure or whatever calls for. Exceptions are potions and scrolls. I don't "give out" magic items, as I roll for them based on the monsters treasure type as per 1e/Hackmaster4th. The "if you defeat CR 5 encounter...you get these amounts of magic, coins and gems" just sits wrongly with me. So...I pretty much use the Treasure Types in 1e/HM where they get a percentage chance for X amount of whatever (coins, gems, potions, etc). One rule I've always lived by since figuring it out back in the mid-80's: [I]It's easier to give, than to take away.[/I] Easiest way to do this is to just assign some flat chance an item with a "+" is magic or not. Say a flat DC roll...10, 15, 20, whatever you feel is best for your campaign (use it consistently! Don't vary it once you have the DC you want). Then when a "magic sword +2" is indicated, roll. If you get equal or above whatever DC you set for your campaign, then it is indeed a magic sword +2. Otherwise it's just a sword. Or a "master work sword, +2, non-magical". Its +2 th/dmg, but can't cut ghosts. It's non-magical. That's what I'd do for 5e. ^_^ Paul L. Ming [/QUOTE]
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