D&D 5E What House Rules Can You NOT Live Without?


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Oofta

Legend
I don't really know how to explain it...it just feels dull somehow. Repetitive, predictable. Like you're not really playing a different character, you're just dressing it up in different clothes? I dunno.

But it's okay; we found a creative solution that works for us.
If I was worried about it (I'm not) I'd come up with a list of possible point buy options, so have 10 or even 20 different arrays.

But especially in 5E you're only talking a +1 here and there if you have roughly balanced ability scores. In any case, you have a solution for you and your group that's all that matters.
 

cbwjm

Seb-wejem
Lots of folks talking about how they house rule starting stats. Here's how we do it in our 5th Edition Eberron campaign:
  • Characters start with a magic item from Table F
  • Use the 4d6 method
  • Add up all of the modifiers from all six ability scores we rolled.
  • If the sum of all modifiers is less than +5: the player can reroll them, or keep them and start with a feat.
  • If the sum of all modifiers is greater than +9: the player can reroll them, or keep them and forfeit their magic item
I tend to just do the Gygax method of 4d6k3 and you need at least two 15s (not sure which rolling method he defaulted to, but the two 15s was definitely a thing) I might drop it to at least two 14s since a +2 bonus is generally all that's needed in your main stat to begin with and some will still be able to boost that to 16 with racial stats, especially if i start using my alternate race stat method.

In 2e I used to do 4d6k3 8 times and keep the 6 best which I could still do I guess.
 

Zio_the_dark

The dark one :)
I like using cards for determining ability scores it allows for randomness but everyone get the same total from their six abilities so it avoids imbalance in the same time.
 







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