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Level Up (A5E) What are your common house rules?

Morrus

Well, that was fun
Staff member
It's been 4 years since Level Up: A5E was written.

We will be publishing a short article in Gate Pass Gazette this year updating the rules with a handful of common houserules, making them official.

We've selected some already (stacking proficiencies giving expertise, ways to get feats at 1st level, etc). But what houserules do you use in your A5E games which you feel should have been how the core rules worked? (Not that we promise to adopt them, but we feel it's prudent to check we haven't missed anything obvious!)
 

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Off the top of my head, these are the two that we use.
  • Level prerequisites for knacks are based on total character level rather than class level. Feels a little better for multiclass characters, though truthfully we started this rule because we didn't see the bit about it being based on class level and had to make a call.
  • We changed the reach property to be more simple and just extend your reach as it does in o5e. I mentioned this on the errata thread, but there are several rules that conflict with each other in are since the reach property extends the weapon's reach, not the character's. Having it adjust the character's reach makes it easier to deal with attacks of opportunity and the like. I'm sure I'm forgetting some other tidbits of why, but it's all in the errata thread if you are curious.
 

Animal Handling skill is combined under Nature knowledge, but this is in a campaign setting where animal riding and handling is used less often.

In one campaign, we have long rests as a week, and short rest as just a few minutes. In the other one which will be a dungeon crawl, it is the typical 8 hours long rest.

A few other house rules that I am intending to use with A5E when I DM:
  • Everyone gets an inspiration at the start of a session, and refreshed after a long rest.
  • Extra attacks can be used to try to escape being grappled.
  • Defense fighting style gives +1 AC also when unarmored.
  • Defensive weapons give +1 AC, if you are also wielding a shield of the appropriate degree or lighter, providing that you have shield proficiency.
    • This is instead of using a bonus action for +1 AC or to attack with the shield.
  • Great Weapon Fighting style gives a flat +2 damage with that weapon, rather than rerolling rolls of 1 or 2.
  • Parrying weapons give +1 AC, if you are not wielding a shield, and you are proficient. (No, you can’t wield two parrying weapons to get +2 AC.
    • This is instead of using a reaction for +d4 AC vs. a melee attack.
  • Skills have by default two abilities that you can select between, e.g., Dexterity of Strength for Athletics, rather than needing to do this on-the-fly mid-session with DM's permission.
  • Spellcasting with hands full with weapons and/or shield is okay, if you are proficient. (No tracking of seen/somatic and material components and whether or not you have a free hand to do so.)
 
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I use a variant rule for AC calculations when unarmored. You get the equivalent AC of the worst armor available to you minus 1 AC. For no or light armor proficiency it's still the basic 10 + Dex. For medium armor folks it's 11 + Dex (max +2) and heavy gets 15. You can choose which one if more than one applies. At level 5 the minus 1 goes away.

I originally used this in 5e. The armor tables are different in A5e so heavy armor users ended up getting a +2 AC boost.
 

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