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Tweaking 5E: Your knobs, dials and switches.
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<blockquote data-quote="Oofta" data-source="post: 7641000" data-attributes="member: 6801845"><p>I have very minimal house rules or restrictions. I allow people to buy bows that use strength for example, and if you have a rogue that wants to back stab with a war hammer I don't care. </p><p></p><p></p><p>A couple other things are more thematic and campaign based such as limitations on long distance teleportation, plane shifting and limited raise dead. Resurrection is pretty much unheard of. I use the alternate rest rules where a short rest is overnight and a long rest is a week or more. Races are limited to ones that make sense to my world and I don't allow evil or chaotic insane characters.</p><p></p><p></p><p>I think the bigger impact is probably on rulings and style of play. I like to run descriptive games with a lot of focus on RP and story and I'm less concerned about the letter of the rules. As an example, I had a PC who wanted to play a tinker gnome that relied on "inventions". The artificer hadn't come out yet so his wild mage sorcerer used devices to cast "spells". He had a gun he would load with magic crystals for some spells, other spells like fireballs were grenades, in other cases "potions".</p><p></p><p></p><p>So while I more-or-less stick to the rules, fluff is pretty open. Having said all that I don't always say "yes". The world still needs to make sense to me and fit with the theme of the campaign and I think working around limitations can add to the game. But if you want to run a crazed tinker gnome lobbing fireball hand grenades we can probably work something out.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7641000, member: 6801845"] I have very minimal house rules or restrictions. I allow people to buy bows that use strength for example, and if you have a rogue that wants to back stab with a war hammer I don't care. A couple other things are more thematic and campaign based such as limitations on long distance teleportation, plane shifting and limited raise dead. Resurrection is pretty much unheard of. I use the alternate rest rules where a short rest is overnight and a long rest is a week or more. Races are limited to ones that make sense to my world and I don't allow evil or chaotic insane characters. I think the bigger impact is probably on rulings and style of play. I like to run descriptive games with a lot of focus on RP and story and I'm less concerned about the letter of the rules. As an example, I had a PC who wanted to play a tinker gnome that relied on "inventions". The artificer hadn't come out yet so his wild mage sorcerer used devices to cast "spells". He had a gun he would load with magic crystals for some spells, other spells like fireballs were grenades, in other cases "potions". So while I more-or-less stick to the rules, fluff is pretty open. Having said all that I don't always say "yes". The world still needs to make sense to me and fit with the theme of the campaign and I think working around limitations can add to the game. But if you want to run a crazed tinker gnome lobbing fireball hand grenades we can probably work something out. [/QUOTE]
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