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What are your 5e houserules
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<blockquote data-quote="el-remmen" data-source="post: 8598275" data-attributes="member: 11"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Anyway, here is <a href="http://saltghosts.wikidot.com/house-rules" target="_blank">the link to the house rules portal page </a>on my <a href="http://saltghosts.wikidot.com/start" target="_blank">Ghosts of Saltmarsh+ wiki</a>.</p><p></p><p>Here they are in brief:</p><ul> <li data-xf-list-type="ul"><strong>Attunement </strong>- Every have 5 attunement slots limited by where they are worn on the body.</li> <li data-xf-list-type="ul"><strong>New Backgrounds</strong> - I think I have only made one - but any one that we customize during character creation is added as an option</li> <li data-xf-list-type="ul"><strong>Bonus Actions</strong> - 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.</li> <li data-xf-list-type="ul"><strong>Brewing Healing Potions</strong> - custom rules for brewing such potions using the extended rest mechanic</li> <li data-xf-list-type="ul"><strong>Changes to Base Bard Class</strong> - Stuff from some expansion. Tasha's?</li> <li data-xf-list-type="ul"><strong>Changes to Base Ranger Class</strong> - No more favored enemy, using Primal Awareness over primeval awareness, etc</li> <li data-xf-list-type="ul"><strong>Circle of the Land</strong> - just some wilderness stuff added</li> <li data-xf-list-type="ul"><strong>Die Rolls </strong>- just some stuff like nat 20 always saves and if you need a nat 20 to hit you cannot crit.</li> <li data-xf-list-type="ul"><strong>Extended Rest </strong>- A week of long rests and non-combat activity - linked to domain powers</li> <li data-xf-list-type="ul"><strong>Goodberry</strong> - Number of berries is randomly determined, they may sustain you but provide no relief from hunger pangs</li> <li data-xf-list-type="ul"><strong>Natural Explorer </strong>- see changes to Base Ranger class</li> <li data-xf-list-type="ul"><strong>Inspiration - </strong>Replaced with Hero Points/Dice</li> <li data-xf-list-type="ul"><strong>Lifting and Carrying - </strong>Small-sized characters can lift/carry less for their strength score, Large ones carry more</li> <li data-xf-list-type="ul"><strong>Lizardfolk </strong>- replaced Dragonborn</li> <li data-xf-list-type="ul"><strong>Long Rest - </strong>Clarifies what interrupts/constitutes a long rest</li> <li data-xf-list-type="ul"><strong>Hero Points - </strong>replaces inspiration</li> <li data-xf-list-type="ul"><strong>Hero's Mantle - </strong>just a name change for Crusader's Mantle because "Crusaders" are problematic</li> <li data-xf-list-type="ul"><strong>Quarterstaff -</strong> The <em>quarterstaff</em> is a two-handed simple weapon that does 1d6 damage. It does <em>not</em> have the versatile feature - but can be used to make an off-hand attack.</li> <li data-xf-list-type="ul"><strong>Ready and Delay</strong> - Grandfathered these from 3E for initiative</li> <li data-xf-list-type="ul"><strong>New Spells - </strong>Spells of my own creation</li> <li data-xf-list-type="ul"><strong>Stat Draft - </strong>Ability score determination for new/starting characters</li> <li data-xf-list-type="ul"><strong>Underwater Combat</strong> - Made it a little more difficult.</li> </ul></blockquote><p></p>
[QUOTE="el-remmen, post: 8598275, member: 11"] 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 [URL='http://saltghosts.wikidot.com/house-rules']the link to the house rules portal page [/URL]on my [URL='http://saltghosts.wikidot.com/start']Ghosts of Saltmarsh+ wiki[/URL]. Here they are in brief: [LIST] [*][B]Attunement [/B]- Every have 5 attunement slots limited by where they are worn on the body. [*][B]New Backgrounds[/B] - I think I have only made one - but any one that we customize during character creation is added as an option [*][B]Bonus Actions[/B] - 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. [*][B]Brewing Healing Potions[/B] - custom rules for brewing such potions using the extended rest mechanic [*][B]Changes to Base Bard Class[/B] - Stuff from some expansion. Tasha's? [*][B]Changes to Base Ranger Class[/B] - No more favored enemy, using Primal Awareness over primeval awareness, etc [*][B]Circle of the Land[/B] - just some wilderness stuff added [*][B]Die Rolls [/B]- just some stuff like nat 20 always saves and if you need a nat 20 to hit you cannot crit. [*][B]Extended Rest [/B]- A week of long rests and non-combat activity - linked to domain powers [*][B]Goodberry[/B] - Number of berries is randomly determined, they may sustain you but provide no relief from hunger pangs [*][B]Natural Explorer [/B]- see changes to Base Ranger class [*][B]Inspiration - [/B]Replaced with Hero Points/Dice [*][B]Lifting and Carrying - [/B]Small-sized characters can lift/carry less for their strength score, Large ones carry more [*][B]Lizardfolk [/B]- replaced Dragonborn [*][B]Long Rest - [/B]Clarifies what interrupts/constitutes a long rest [*][B]Hero Points - [/B]replaces inspiration [*][B]Hero's Mantle - [/B]just a name change for Crusader's Mantle because "Crusaders" are problematic [*][B]Quarterstaff -[/B] The [I]quarterstaff[/I] is a two-handed simple weapon that does 1d6 damage. It does [I]not[/I] have the versatile feature - but can be used to make an off-hand attack. [*][B]Ready and Delay[/B] - Grandfathered these from 3E for initiative [*][B]New Spells - [/B]Spells of my own creation [*][B]Stat Draft - [/B]Ability score determination for new/starting characters [*][B]Underwater Combat[/B] - Made it a little more difficult. [/LIST] [/QUOTE]
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