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


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Now that it's been out for a bit, what houserule do you have for 2024?
When I am DM I houserule the following:

General:
Light weapon property requires using weapons in different hands
Can only change weapons in each hand once in a turn regardless of number of attacks
Graze, Topple masteries limited to once per turn
Gain one level of exhaustion if reduced to 0 hps
A single action can not be used to cast more than one spell (Eldritch Knight 7/Valor Bard 6 can't cast two Cantrips using the attack action).

Feats:
Mage Slayer uses 2014 version with addition of +1 to any ability
PCs with weapon master feat can change mastery with a short rest

Spells:
Creatures immune to charm are immune to Ottos Irresistable Dance
The 2014 version of Inflict Wounds is an option along with the 2024 version (PCs can have either or both if they want to prepare both).
Ray of Enfeeblement only affects the next Strength-based D20 test on a success

Cleric:
Uses the 2014 version of Divine Intervention

Fighter class/subclass:
Tactical Mind can only be used once a day and it is used whether you succeed or fail
Indomitable uses the 2014 rules
War Magic and Improved War Magic work with all spells, regardless of source

Ranger class:
Rangers can choose Favored Foe from Tasha's in place of Favored enemy and if they do precise Hunter, Relentless Hunter and Foe Slayer work with Favored Foe.
At level 4 Rangers get Magic Initiate-Wizard as a bonus feat
 

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One addition on masteries that I have forgotten to write in.

Graze: minimum damage, but you must miss the AC by 5 or less, this still gives incentive to boost accuracy/AC.

Topple: to reduce the number of rolls, topple triggers when you beat AC by 5 or more. No save. Same with Graze, incentive to boost accuracy/AC.
 

Another one

Extra Attack changes from:

You can attack twice instead of once whenever you take the Attack action on your turn

to

You can attack twice instead of once whenever you take the Attack action on your turn. You can attack once whenever you take the Dodge action on your turn.
 

Ranger's favorite enemy changed to:

Ranger's Quarry;

You learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 150 feet and mark it as your quarry (no action required).

you have advantage on Perception, Survival and Insight checks vs your prey.
Once on your turn you can deal extra +1d4 damage to your pray when you hit it with an attack.
Quarry lasts until you pick another target or you finish a Long rest.

at ranger level 5, damage increases to +1d6,
at ranger level 9, damage increases to +1d8,
at ranger level 13, damage increases to +1d10,
at ranger level 17 damage increases to +1d12,
at ranger level 20, damage increases to +2d8,

Hunter's mark bonus on Perception and Survival changed to:
target does not benefit from any cover bonus or Invisible condition vs you.
 

Another one

Extra Attack changes from:

You can attack twice instead of once whenever you take the Attack action on your turn
to
You can attack twice instead of once whenever you take the Attack action on your turn. You can attack once whenever you take the Dodge action on your turn.
Do you find that your players ever use this? I like this idea alot but I'm not sure if anyone would ever bother to use it
 

Here is my list from my current 2024 campaign. We're also keeping the flanking rule and the optional diagonal movement rule. Most of these are just clarifications to preempt some of the arguments/exploits I've seen discussed on this board.
  • A creature can lose the Invisible condition granted by a successful Stealth check if they enter the direct line of sight of another creature without the benefit of cover, barring some mitigating situation (e.g., distraction, obscurement, lighting or absence thereof). The DM will determine if a situation warrants the loss of the Invisible condition, but will notify the character attempting to use Stealth beforehand if possible (e.g., if a Guard standing in a brightly lit area appears to be alert and looking directly at the spot where the Stealthed character is hiding).
  • For convenience on a grid, a creature that is being grappled is placed in any of the squares adjacent to the grappling creature, at the grappler’s discretion. However, if the grappler moves the grappled creature into a hazard (e.g., a bonfire, a chasm, an area of spike growth), both the grappled creature and the grappler are affected by it. If the grappler would like to push the grappled creature into the hazard without being affected themselves, they can do so by using the Unarmed Attack (Shove) action.
  • The spell conjure minor elementals scales to +1d8 damage per spell level over 4.
  • For purposes of the duration of temporary hit points, specific language in the descriptions of a spell or ability takes precedence over the general duration listed on page 29 of the Player’s Handbook. Thus, if a spell or ability with a limited duration grants the temporary hit points, they go away when the spell or effect ends.
  • Attacks of Opportunity can only be made against enemies/foes. This is stated in the rules on page 26 of the Player’s Handbook, but some people have argued that you can use them against allies (e.g., that a cleric with the Warcaster feat can heal a friend who walks past them in combat) because the word “foe” does not appear in the subpassage “Making an Opportunity Attack.”
 

Do you find that your players ever use this? I like this idea alot but I'm not sure if anyone would ever bother to use it
They do.

But that's because we use a rule like that in a different game.

In that game, warriors get 3 attacks at "level 5". When you attack, you choose how you attack.

  • Balanced
  • Aggressive (Damage buff but Defense Debuff)
  • Defensive (Defense buff but Attack debuff)
  • Reckless (Extra Attack but Defense Debuff
  • )
  • Retreating (No OAs but Attack debuff)
  • Tactical (Attack buff but Speed debuff)
In full 5e terms it would be

"You can attack twice or thrice instead of once whenever you take the Attack action as an action on your turn. If you attack thrice, attacks attack rolls against you have Advantage during that time.

You can attack once whenever you take the Disengage, Dodge, or Study action as an action on your turn. If you attack while Disengaging, your attacks have Disadvantage"

But that's unwieldy in D&D.

The game it was was from was more wargamey and used d6s. So you mostly choose how many 6s you were rolling and got bonuses and penalties if you roll more or less than you number of Attacks.
 

Using A5E rules DM-side, but have already, or will be trying out following:

  • Potions as Bonus Action (5e 2024)
  • Draw/sheath weapon now part of your Action (5e 2024)
  • Side Initiative (Sandwich Method)
  • Surprised Round (OSE)
  • Combined Exhaustion Rules (5e 2024 w/ A5E add. penalties once certain levels of Fatigue/Strife reached; Safe Haven + Supply still a requirement)
 

Currently, the only thing I've pulled in from 2024 is Bloodied
Yeah, I looked it up last night thinking that it would have some mechanical significance in 5E24, but nope it does absolutely nothing. Pretty lazy game design IMO. Why even waste the space if has no effect? Does it give some monsters additional abilitites like them going berserk? Didn't it do this when it was introduced in 4E? Is it just a descriptor for the DM to use to give the players one more edge so they know a creature has only 50% of its original hit points?

Here's the description from the rules glossary.

A creature is Bloodied while it has half its Hit Points or fewer remaining.
 

Yeah, I looked it up last night thinking that it would have some mechanical significance in 5E24, but nope it does absolutely nothing. Pretty lazy game design IMO. Why even waste the space if has no effect? Does it give some monsters additional abilitites like them going berserk? Didn't it do this when it was introduced in 4E? Is it just a descriptor for the DM to use to give the players one more edge so they know a creature has only 50% of its original hit points?

Here's the description from the rules glossary.

A creature is Bloodied while it has half its Hit Points or fewer remaining.
Yeah, all the effects are triggered on the monster/character end. For example there's a few monsters in the new MM who have abilities that only activate against opponents who are bloodied. I think there's a couple subclass abilities that only activate when the PC is bloodied as well.
 

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