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What House / 3rd Party / Optional Rule changed your game the most?
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<blockquote data-quote="Lord Mhoram" data-source="post: 8674515" data-attributes="member: 4789"><p>Our games are solo games - 1 GM 1 player, and we use published regular modules as our time is very limited, so we want to actually game with that time, rather than come up with adventures - but we always work something that fits the character's story in there. In general that means the house rules makes things easier rather than harder.</p><p></p><p>Escalation Dice (13th Age) - A d6 that turns to one number higher each round, Players get bonus from it.</p><p><a href="https://www.drivethrurpg.com/product/114895/Black-Streams-Solo-Heroes" target="_blank">Solo Rules</a> (from Sine Nomine publishing) - Lots of changes too much to enumerate. Originally written for OSR, but works in 5E (it's free)</p><p>Gestalt (from 3rd edition Unearthed Arcana) - basically dual classing like 1st edition, but at normal progression rates.</p><p>Odd ability scores gain +1 for skill/ability checks. So a 13 DEX would be +1 to AC, ranged attacks, etc... but a +2 in skills. That bonus goes away when Dex would hit 14, and be back for 15. Stolen from a thread <a href="https://www.enworld.org/threads/odd-numbered-ability-scores.451740/" target="_blank">here.</a></p><p>And we are going to try out DND_Reborn's Maximum Upcasting up above.</p><p></p><p>Edit to add - we use Level Up as our core system rather than 5E.</p><p></p><p>They are all fairly simple, and really allow for a solo character to play published modules.</p></blockquote><p></p>
[QUOTE="Lord Mhoram, post: 8674515, member: 4789"] Our games are solo games - 1 GM 1 player, and we use published regular modules as our time is very limited, so we want to actually game with that time, rather than come up with adventures - but we always work something that fits the character's story in there. In general that means the house rules makes things easier rather than harder. Escalation Dice (13th Age) - A d6 that turns to one number higher each round, Players get bonus from it. [URL='https://www.drivethrurpg.com/product/114895/Black-Streams-Solo-Heroes']Solo Rules[/URL] (from Sine Nomine publishing) - Lots of changes too much to enumerate. Originally written for OSR, but works in 5E (it's free) Gestalt (from 3rd edition Unearthed Arcana) - basically dual classing like 1st edition, but at normal progression rates. Odd ability scores gain +1 for skill/ability checks. So a 13 DEX would be +1 to AC, ranged attacks, etc... but a +2 in skills. That bonus goes away when Dex would hit 14, and be back for 15. Stolen from a thread [URL='https://www.enworld.org/threads/odd-numbered-ability-scores.451740/']here.[/URL] And we are going to try out DND_Reborn's Maximum Upcasting up above. Edit to add - we use Level Up as our core system rather than 5E. They are all fairly simple, and really allow for a solo character to play published modules. [/QUOTE]
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