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What House Rules Can You NOT Live Without?
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<blockquote data-quote="Laurefindel" data-source="post: 8169107" data-attributes="member: 67296"><p>I'm a rule-tinkerer and houseruler by heart, and to my own surprise, I found myself using using very few houserules in 5e, even though it's probably the easiest edition to tinker with and create houserules. Every campaign usually have one "big" houserule setting the tone of the campaign, but otherwise there's only a few I can't DM without. I always use these however:</p><p></p><p>1) Skills are dissociated from their governing ability.</p><p></p><p>2) I use my own Wild Surge chart which has more to do with the spell that was cast rather than amusing effects such as skin turning blue or breathing butterflies.</p><p></p><p>3) Initial Ability Scores generation. My group and I prefer rolling but I dislike big discrepancies (without having each player roll 15 series until one is "good enough"). So everyone roll one series of 4k3 (including DM). Then all series can be selected by all players. Each effectively become a "standard array" for this campaign. Custom NPCs are generated using these series as well. Out of four players + DM, there's typically two series than stand out, usually one with a single high score and one with a lot of 14-15s.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 8169107, member: 67296"] I'm a rule-tinkerer and houseruler by heart, and to my own surprise, I found myself using using very few houserules in 5e, even though it's probably the easiest edition to tinker with and create houserules. Every campaign usually have one "big" houserule setting the tone of the campaign, but otherwise there's only a few I can't DM without. I always use these however: 1) Skills are dissociated from their governing ability. 2) I use my own Wild Surge chart which has more to do with the spell that was cast rather than amusing effects such as skin turning blue or breathing butterflies. 3) Initial Ability Scores generation. My group and I prefer rolling but I dislike big discrepancies (without having each player roll 15 series until one is "good enough"). So everyone roll one series of 4k3 (including DM). Then all series can be selected by all players. Each effectively become a "standard array" for this campaign. Custom NPCs are generated using these series as well. Out of four players + DM, there's typically two series than stand out, usually one with a single high score and one with a lot of 14-15s. [/QUOTE]
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