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What House Rules Can You NOT Live Without?
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<blockquote data-quote="Inchoroi" data-source="post: 8168262" data-attributes="member: 6752135"><p>I had a lot when I first started with 5e, but I've paired them down as much as possible; too many Houserules became too cumbersome and confusing:</p><ol> <li data-xf-list-type="ol">1. You don't regain hit points after a long rest; you have to spend hit dice at the beginning of your long rest just as if it were a short rest. This means that dropping down low is actually kind of bad, depending on the available healing. You regain half your current hit dice after you finish a long rest.</li> <li data-xf-list-type="ol">Failed death saves don't reset until you take a long rest, but successful ones do.</li> <li data-xf-list-type="ol">Bonus feats at 1, 5, 11, and 17.</li> <li data-xf-list-type="ol">Alert, Great Weapon Master, Observant, and Sharpshooter have either been removed entirely or changed.</li> <li data-xf-list-type="ol">Absent Players still get some XP, but not as much, as long as I have copies of their character sheet.</li> <li data-xf-list-type="ol">Lingering Injuries! I use the ones from the DMsGuild pdf Xanathar's Guide to Everything Else, slightly modified so they only trigger if you or an enemy rolls a natural 20 on an attack roll or you or the enemy rolls a natural 1 on a saving throw. If either of those occur, there's a d20 roll, and on an 11 or higher, there's a lingering injury. The players <em>love</em> getting lingering injuries on enemies, and are terrified of them for themselves. None of the players have lost anything important yet, but a boss orc cleric of Orcus lost his right arm to a lucky roll, and I have never seen more cheering in my games before or since.</li> <li data-xf-list-type="ol">Underwater Adventuring rules that I wrote for a 3rd party publication that I didn't even get credit for.</li> <li data-xf-list-type="ol">Four ways to get Inspiration: DM Fiat, Player Fiat, Session Recap, and End-of-Session Award. Inspiration can be exchanged for a hint (I like mysteries in my games) and Inspiration can be used before or after you roll or one of your allies rolls; can't be used against enemies, however.</li> <li data-xf-list-type="ol">The group can take a 5-minute breather to get the benefits of a short rest, but at the cost of a level of exhaustion. They've done it three times so far, and it added so much depth to the dungeon crawling.</li> <li data-xf-list-type="ol">Variant Encumbrance from the <em>Player's Handbook</em>.</li> <li data-xf-list-type="ol">Slightly modified plot points from the <em>Dungeon Master's Guide</em>. Each player gets one plot point, and they only regen when you've done certain things in the campaign.</li> <li data-xf-list-type="ol">PCs get money instead of standard gear during chargen, and its the max value from the table, rather than a random roll.</li> <li data-xf-list-type="ol">Drink a potion as a bonus action; giving someone else a potion is still an action.</li> <li data-xf-list-type="ol">When leveling up, you can roll the hit dice, but if you roll below average, take average.</li> </ol></blockquote><p></p>
[QUOTE="Inchoroi, post: 8168262, member: 6752135"] I had a lot when I first started with 5e, but I've paired them down as much as possible; too many Houserules became too cumbersome and confusing: [LIST=1] [*]1. You don't regain hit points after a long rest; you have to spend hit dice at the beginning of your long rest just as if it were a short rest. This means that dropping down low is actually kind of bad, depending on the available healing. You regain half your current hit dice after you finish a long rest. [*]Failed death saves don't reset until you take a long rest, but successful ones do. [*]Bonus feats at 1, 5, 11, and 17. [*]Alert, Great Weapon Master, Observant, and Sharpshooter have either been removed entirely or changed. [*]Absent Players still get some XP, but not as much, as long as I have copies of their character sheet. [*]Lingering Injuries! I use the ones from the DMsGuild pdf Xanathar's Guide to Everything Else, slightly modified so they only trigger if you or an enemy rolls a natural 20 on an attack roll or you or the enemy rolls a natural 1 on a saving throw. If either of those occur, there's a d20 roll, and on an 11 or higher, there's a lingering injury. The players [I]love[/I] getting lingering injuries on enemies, and are terrified of them for themselves. None of the players have lost anything important yet, but a boss orc cleric of Orcus lost his right arm to a lucky roll, and I have never seen more cheering in my games before or since. [*]Underwater Adventuring rules that I wrote for a 3rd party publication that I didn't even get credit for. [*]Four ways to get Inspiration: DM Fiat, Player Fiat, Session Recap, and End-of-Session Award. Inspiration can be exchanged for a hint (I like mysteries in my games) and Inspiration can be used before or after you roll or one of your allies rolls; can't be used against enemies, however. [*]The group can take a 5-minute breather to get the benefits of a short rest, but at the cost of a level of exhaustion. They've done it three times so far, and it added so much depth to the dungeon crawling. [*]Variant Encumbrance from the [I]Player's Handbook[/I]. [*]Slightly modified plot points from the [I]Dungeon Master's Guide[/I]. Each player gets one plot point, and they only regen when you've done certain things in the campaign. [*]PCs get money instead of standard gear during chargen, and its the max value from the table, rather than a random roll. [*]Drink a potion as a bonus action; giving someone else a potion is still an action. [*]When leveling up, you can roll the hit dice, but if you roll below average, take average. [/LIST] [/QUOTE]
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