I want to add a bit more fun to my games, so I am thinking of trying a few Variants from the DMG. Just let me know if you have tried any of them, and how they worked out.
- Lingering Injuries: I want my players to be a bit more invested in the world and their characters, and I feel like this will help with that. A Kobold Assassin with a spike on his tail is one thing, but a Kobold Assassin who lost his tail to acid? Will be running this by my players first of course, but think it will help to add depth to their characters.
- Healing Surge: none of my players went with healing, and it showed in our last game where two of them went down, and almost the third, from a pair of giant lizards. Will give them some healing to use at will, and see if that helps.
- Proficiency Dice: This seems like a much more interesting way to handle proficiency, and gives both more potential for massive failure, and more chances for truly Epic moments. We will see how it plays out.
- Speed Factor Initiative: This should help break the Monotony of combat, and give my players some more tactical power. I also think I will have them declare their actions in the order of their Intelligence, lowest to highest, to give a bonus to the ones who wanted more tactical characters.
- Spell points: To add some flexibility to the Wizard, hopefully freeing him up to work his spells more. I might also allow a variant where he can spend fewer spell points on the spell than is normally required, and get a lesser effect.