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Tweaking 5E: Your knobs, dials and switches.
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<blockquote data-quote="Swarmkeeper" data-source="post: 7640877" data-attributes="member: 6921763"><p>Nice. Good stuff as usual [MENTION=97077]iserith[/MENTION]!</p><p></p><p>How about 7 ways to gain inspiration? PHB 123: "Give your character two personality traits." I hadn't noticed this bit until this year!</p><p></p><p>I also allow inspiration to stack at our table. Up to 3. And I let players vote for an inspiration award at the end of each session. The inspiration mechanic RAW requires the roll to be ahead of time, but I allow it (as I suspect many tables do) to be used after a failed roll. I might rethink that one in my next campaign.</p><p></p><p>As for another dial: we tried out the optional flanking rules and found them a bit gamey. My go-to for replacing this is that once three PCs are engaged in melee against a common enemy, I'll start dishing out advantage. Maybe adjusted for the size of the creature, maybe not. I suppose this really just comes under the advice on p 239 of the DMG, but it provides at least some baseline criteria though which the players can aim for advantage.</p><p></p><p>Another tweak our table has enjoyed is magic items which level up with the character. A +1 longsword found at 4th level might grant an extra 1d6 radiant damage vs fiends and undead at 8th level, become +2 at 12th level, and allow a 1/long rest casting of compelled duel at 15th level, etc. Inspired by <a href="http://www.starwalkerstudios.com/store/relics" target="_blank">Starwalker Studio's Relics of Power</a>.</p><p></p><p>I've introduced an enemy spellbook rule, too. Copying out of a spellbook is the same as copying from a scroll. The pages will disintegrate after the (attempted) copying. It also prevents multiple wizards at the table from strategically picking different spells to double their pleasure, double their fun. Wait, what? Yeah, no copying out of spellbooks with impunity.</p><p></p><p>Multiclassing is an optional rule that is always on at our tables. Only 2 out of 32 players I've DMed for have done it, though.</p><p></p><p>Good thread!</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 7640877, member: 6921763"] Nice. Good stuff as usual [MENTION=97077]iserith[/MENTION]! How about 7 ways to gain inspiration? PHB 123: "Give your character two personality traits." I hadn't noticed this bit until this year! I also allow inspiration to stack at our table. Up to 3. And I let players vote for an inspiration award at the end of each session. The inspiration mechanic RAW requires the roll to be ahead of time, but I allow it (as I suspect many tables do) to be used after a failed roll. I might rethink that one in my next campaign. As for another dial: we tried out the optional flanking rules and found them a bit gamey. My go-to for replacing this is that once three PCs are engaged in melee against a common enemy, I'll start dishing out advantage. Maybe adjusted for the size of the creature, maybe not. I suppose this really just comes under the advice on p 239 of the DMG, but it provides at least some baseline criteria though which the players can aim for advantage. Another tweak our table has enjoyed is magic items which level up with the character. A +1 longsword found at 4th level might grant an extra 1d6 radiant damage vs fiends and undead at 8th level, become +2 at 12th level, and allow a 1/long rest casting of compelled duel at 15th level, etc. Inspired by [URL="http://www.starwalkerstudios.com/store/relics"]Starwalker Studio's Relics of Power[/URL]. I've introduced an enemy spellbook rule, too. Copying out of a spellbook is the same as copying from a scroll. The pages will disintegrate after the (attempted) copying. It also prevents multiple wizards at the table from strategically picking different spells to double their pleasure, double their fun. Wait, what? Yeah, no copying out of spellbooks with impunity. Multiclassing is an optional rule that is always on at our tables. Only 2 out of 32 players I've DMed for have done it, though. Good thread! [/QUOTE]
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