D&D (2024) What are your 2024 houserules?


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Yes, I am going to be bringing in additional conditions as well. I will be using Dazed from the playtest, Diseased, and the following conditions that I have found online from Dungeon Coach, Dungeon Dudes, Dump Stat Adventures, and Spilled Ale Studios:

Bleeding, Burning, Clumsy, Discombobulated/Stupified (I will be renaming Confused or Disoriented ), Drained, Enfeebled/Weakened, Freezing/Frozen, Shaken, and Swallowed
Ah - I called my "Swallowed" Engulfed, as it also works for oozes, creeping ivy and other creatures/effects/objects that surround the target (including stuff like Web, I suppose).

What's your rule text for Bleeding and Drained? I'm interested in adding those to my list.
 

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How have your Concentration Actions been at the table? I kinda' want to steal this.
Haven't gotten to use it just yet, unfortunately. Only thing I would caution is that this is meant to affect the follow-on saving throws, not the initial one - so I'd be sure someone doesn't get spunky with Haste and use that extra action for concentration to roll an enemy. Under 2024 paralance probably consider this a subset of the magic action.
 





"Use the 2014 rules" :ROFLMAO:

Currently, the only thing I've pulled in from 2024 is Bloodied (was actually using it before 2024) and 2024 Wildshape/polymorph rules.
It's technically in the 2014 rules. In the combat section under describing damage the first 50% of damage doesn't do anything physical. Once you get to under 50% you start getting cuts and bruises.
 



My new homebrew rules related to 2024 edition:
  • Conjure Minor Elementals scales as +1d6 damage per level instead of +2d8
  • Hunter's Mark can be moved for free when your target dies
  • Divine Intervention does not change the casting time
  • Spirit Guardians (and similar spells) can only deal damage once per Round, plus any time a creature willingly moves into the area
Other homebrew rules I've been using before 2024 and still use:
  • Always take full HP when leveling
  • Homebrew crafting system
  • Alternate Initiative system
  • Lingering Injuries system
  • HP goes negative
  • Creatures with Legendary Resistance get unlimited uses but can only be used against crowd control effects
  • Silvery Barbs must be cast before rolling, and imposes disadvantage
  • Grappled targets choose which space they move into when dragged
  • Darkness spell radius can be chosen when casting, any value up to the value listed in the spell
  • When multi-classing, you can only cast spells of Class X if that class would have proficiency in any armor/shield you are wearing
 

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