el-remmen
Moderator Emeritus
My current groups aren't using many house rules or optional rules and of my two groups the smaller one of more experienced players is where we experiment with options (like Lingering Wounds) and the other "newbie" group is where I try hold back on any complicating house rules/options (at least for now).
But here are two very minor things (I think) that I doing in both groups (with the caveat that we are mostly sticking to core rules only, so not sure if there are other options that address this stuff in later supplements).
Ranger (a change to favored enemy) - changes bolded
Short version: combined aberrations and monstrosities because what's the real difference anyway? And I tend not use such monsters so much in my game so more opportunity to use the ability if chosen, and a small damage bonus - though I have played with using +1d4 at different levels instead but wanted to keep it easier to remember, so half-level seemed best as equal to level seemed like too much. I am open to tweaking the damage amount. I also opened types up a bit to allow rival organizations, nations, religions to be included as "favored enemies."
Druid (Circle of the Land):
The druid change is much more niche and simple, but it drove me nuts that a druid who chooses a favored terrain got no bonuses to do common stuff in that terrain.
Thoughts? Comments? Suggestions? Other similar things you've done?
But here are two very minor things (I think) that I doing in both groups (with the caveat that we are mostly sticking to core rules only, so not sure if there are other options that address this stuff in later supplements).
Ranger (a change to favored enemy) - changes bolded
Beginning at 1st level, you have significant experience studying, Tracking, hunting, and even talking to a certain type of enemy.
Choose a type of Favored enemy: Aberration/Monstrosity , Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Oozes, Plants, or Undead. Alternatively, you can select two lineages as favored enemies (specific cultural groups, such as people of a specific nation or organization - so you could choose orcs and/or members of Golden Braids Thieves' Guild).
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.
When dealing damage to your favored enemy with weapons (including unarmed attacks) you deal an additional +1 equal to half your level rounded down. (This bonus does not apply to damage from spells or other abilities, nor is it multiplied for critical hits). Note: You must be able to identify a member of a group or lineage in order to gain this bonus.
When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.
You choose one additional Favored Enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your Adventures.
Short version: combined aberrations and monstrosities because what's the real difference anyway? And I tend not use such monsters so much in my game so more opportunity to use the ability if chosen, and a small damage bonus - though I have played with using +1d4 at different levels instead but wanted to keep it easier to remember, so half-level seemed best as equal to level seemed like too much. I am open to tweaking the damage amount. I also opened types up a bit to allow rival organizations, nations, religions to be included as "favored enemies."
Druid (Circle of the Land):
Druids that choose Circle of the Land at 2nd level gain the following in addition to the normally listed abilities:
1. Advantage on all Nature and Survival checks in or about their chose terrain type.
The druid change is much more niche and simple, but it drove me nuts that a druid who chooses a favored terrain got no bonuses to do common stuff in that terrain.
Thoughts? Comments? Suggestions? Other similar things you've done?
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