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Tweaking 5E: Your knobs, dials and switches.
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<blockquote data-quote="JiffyPopTart" data-source="post: 7640945" data-attributes="member: 4881"><p>Some small house rules I incorporated.</p><p></p><p>1. Having more advantage than disadvantage means you are advantaged. Similar in the other direction. I don't like the idea that 6 advantages would be cancelled by a single disadvantage.</p><p></p><p>2. Anytime you use your action to roll to do something you have a passive score in (Perception usually) the WORST you can get for your result is Passive Score+1. Spending an action shouldn't make you worse at something than you are at all times.</p><p></p><p>3. Morganti blades (from the Jhereg series of books) always exist in my universe so that there is a danger in a world with affordable resurrection magic. They are basically soul-destroying weapons but not necessarily super magically powerful. Possession of one is a capital crime.</p><p></p><p>4. I use levels of fatigue a LOT to represent the tiredness of long distance travel. I am not going to make the party roll 500 climb checks to get over that mountain range, but when they camp after the descent they are going to be REALLY fatigued. I find being fatigued is scarier to a player than just having some HP damage.</p><p></p><p>5. Similarly I may describe a couple of encounters versus a bear or some goblins to a mid level party but not actually go through the effort of running the battles. Instead I fast-forward time by having the characters loose X amount of Hit Dice or Spell levels to represent the drain on daily resources without having to take hours of real time to do a battle I know they are going to win.</p><p></p><p>6. We never track individual arrows, rations, or similar unless the adventure at hand stresses the lack of access to these things as part of the setting.</p><p></p><p>7. We never really bother to track who is holding the torch or where it is during combats. Everyone just sees.</p><p></p><p>DS</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 7640945, member: 4881"] Some small house rules I incorporated. 1. Having more advantage than disadvantage means you are advantaged. Similar in the other direction. I don't like the idea that 6 advantages would be cancelled by a single disadvantage. 2. Anytime you use your action to roll to do something you have a passive score in (Perception usually) the WORST you can get for your result is Passive Score+1. Spending an action shouldn't make you worse at something than you are at all times. 3. Morganti blades (from the Jhereg series of books) always exist in my universe so that there is a danger in a world with affordable resurrection magic. They are basically soul-destroying weapons but not necessarily super magically powerful. Possession of one is a capital crime. 4. I use levels of fatigue a LOT to represent the tiredness of long distance travel. I am not going to make the party roll 500 climb checks to get over that mountain range, but when they camp after the descent they are going to be REALLY fatigued. I find being fatigued is scarier to a player than just having some HP damage. 5. Similarly I may describe a couple of encounters versus a bear or some goblins to a mid level party but not actually go through the effort of running the battles. Instead I fast-forward time by having the characters loose X amount of Hit Dice or Spell levels to represent the drain on daily resources without having to take hours of real time to do a battle I know they are going to win. 6. We never track individual arrows, rations, or similar unless the adventure at hand stresses the lack of access to these things as part of the setting. 7. We never really bother to track who is holding the torch or where it is during combats. Everyone just sees. DS [/QUOTE]
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