el-remmen
Moderator Emeritus
I have two different groups and some of the house rules are slightly different between them because one group is more experienced players who are willing to try out different rules/rulings and the other is less experienced players who get overwhelmed if there are too many rules/changes.
In my 2E/3E days I had so many house rules and changes I had an "Aquerra Player's Guide" (and later a wiki) for my homebrew setting. These days I have tried and failed to minimize the house rules, but there are still substantially fewer than past editions.
Oh and for the record, I don't see stuff like "Core Rules Only" or "Sub-Classes from Tasha's" as "house rules" - those are just options.
Anyway, here is the link to the house rules portal page on my Ghosts of Saltmarsh+ wiki.
Here they are in brief:
In my 2E/3E days I had so many house rules and changes I had an "Aquerra Player's Guide" (and later a wiki) for my homebrew setting. These days I have tried and failed to minimize the house rules, but there are still substantially fewer than past editions.
Oh and for the record, I don't see stuff like "Core Rules Only" or "Sub-Classes from Tasha's" as "house rules" - those are just options.
Anyway, here is the link to the house rules portal page on my Ghosts of Saltmarsh+ wiki.
Here they are in brief:
- Attunement - Every have 5 attunement slots limited by where they are worn on the body.
- New Backgrounds - I think I have only made one - but any one that we customize during character creation is added as an option
- Bonus Actions - You can do a bonus action as a normal action as long as you don't violate the two spells limit or do the same class ability twice.
- Brewing Healing Potions - custom rules for brewing such potions using the extended rest mechanic
- Changes to Base Bard Class - Stuff from some expansion. Tasha's?
- Changes to Base Ranger Class - No more favored enemy, using Primal Awareness over primeval awareness, etc
- Circle of the Land - just some wilderness stuff added
- Die Rolls - just some stuff like nat 20 always saves and if you need a nat 20 to hit you cannot crit.
- Extended Rest - A week of long rests and non-combat activity - linked to domain powers
- Goodberry - Number of berries is randomly determined, they may sustain you but provide no relief from hunger pangs
- Natural Explorer - see changes to Base Ranger class
- Inspiration - Replaced with Hero Points/Dice
- Lifting and Carrying - Small-sized characters can lift/carry less for their strength score, Large ones carry more
- Lizardfolk - replaced Dragonborn
- Long Rest - Clarifies what interrupts/constitutes a long rest
- Hero Points - replaces inspiration
- Hero's Mantle - just a name change for Crusader's Mantle because "Crusaders" are problematic
- Quarterstaff - The quarterstaff is a two-handed simple weapon that does 1d6 damage. It does not have the versatile feature - but can be used to make an off-hand attack.
- Ready and Delay - Grandfathered these from 3E for initiative
- New Spells - Spells of my own creation
- Stat Draft - Ability score determination for new/starting characters
- Underwater Combat - Made it a little more difficult.