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What are your 5e houserules
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<blockquote data-quote="James Gasik" data-source="post: 8597899" data-attributes="member: 6877472"><p>I've given this some thought, but I'm not ready to set any of these in stone until I have a new group and I can pol their thoughts. What I've considered, however, is:</p><p></p><p>1) 1 (or 2) + proficiency bonus for attunement slots.</p><p>2) starting at level 3.</p><p>7) bonus action required to use potions.</p><p></p><p>Some optional idea I'm toying with:</p><p></p><p>3) removing the need for attunement from some items, or having attunement provide a small additional benefit just for having "mastered" a powerful item (an example of this is comes from Hidden Shrine of Tamoachan, where there's an axe you gain 5 hit points just for being attuned to it).</p><p></p><p>4) fiddling with short rest mechanics. It's hard to imagine parties being always able to stop and take an hour short rest. But if they can't short rest, some classes become a lot worse. On the other hand, if they can short rest often, then classes balanced around long resting become a lot worse. I may adopt what seems to be WotC's new direction going forward, having recharge be based on proficiency and not actual resting.</p><p></p><p>5) doing something about the Sorcerer. Not sure what, but the Wizard seems largely superior in many respects.</p><p></p><p>6) looking into creating boons, especially for non-casters, that allow them to do extraordinary things.</p><p></p><p>8) removing variant humans and giving all players a Feat at start.</p><p></p><p>9) finding a patch for drawing/stowing hand-held items for characters who need to do this multiple times in a turn.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8597899, member: 6877472"] I've given this some thought, but I'm not ready to set any of these in stone until I have a new group and I can pol their thoughts. What I've considered, however, is: 1) 1 (or 2) + proficiency bonus for attunement slots. 2) starting at level 3. 7) bonus action required to use potions. Some optional idea I'm toying with: 3) removing the need for attunement from some items, or having attunement provide a small additional benefit just for having "mastered" a powerful item (an example of this is comes from Hidden Shrine of Tamoachan, where there's an axe you gain 5 hit points just for being attuned to it). 4) fiddling with short rest mechanics. It's hard to imagine parties being always able to stop and take an hour short rest. But if they can't short rest, some classes become a lot worse. On the other hand, if they can short rest often, then classes balanced around long resting become a lot worse. I may adopt what seems to be WotC's new direction going forward, having recharge be based on proficiency and not actual resting. 5) doing something about the Sorcerer. Not sure what, but the Wizard seems largely superior in many respects. 6) looking into creating boons, especially for non-casters, that allow them to do extraordinary things. 8) removing variant humans and giving all players a Feat at start. 9) finding a patch for drawing/stowing hand-held items for characters who need to do this multiple times in a turn. [/QUOTE]
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