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D&D 5E What Houserules Do You Use?

One other house rule I realized in my game.

No Resurrection spells, and no revivify. The gods might bring you back if you have an unfinished destiny, the player might be able to go on an epic quest, but otherwise dead is dead.
 

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Clear race / class / allowable combo / alignment restrictions depending on the campaign

On a d20 roll of 1 something might happen

Customized currency (normally Silver = Gold valuewise and 1 Gold = 20 silver = 240 Copper but that is campaign specific)

Several Equipment adjustions, customized realistic Prices, depending on campaign and reflected epoch:

There ain't no thing like leather or studded leather; It is padded armor or a buffcoat for AC11 and 12 and brigandine for 13

Ringmail does not exist

Chainmail is not a viable buyable Option in a campaign with Renaissance feel and widespread use of plate

No plate armor or rapier in dark Ages style campaigns

Only allowable 2 weapon fighting Combos are 2 daggers Rapier dagger shortsword dagger

A longsword is a bastard sword

Elves get rapier / arming sword instead of longsword

a great sword is a longsword

a quarterstaff / bo does 1d6 twohanded and is not versatile

a warhammer is not versatile you got a polaxe for that one

Bows / slings in the age of full plate are only good for sports or hunting. You got crossbows for fighting. Or maybe firearms
 


This seems like it would greatly slow down play if you keep the standard that a long rest only removes one level of exhaustion.

It all really depends on the frequency of the encounters you throw at your players. For example, I'm running OoTA with this rule, and since they run into trouble in the underdark wilderness only every two or three days ( two times a day if they're particularly rash or unlucky), it hardly slows down the rythm of play.

My intent with those rules is to make them think before engaging in combat or taking big risks. I feel like combat isn't something you should recover so easily from. With the clean slate long rest, I have to constantly throw bigger monsters at them, or build my campaign around six encounters/day. Wich is a bit absurd.

Mostly, when they get into a fight that's more difficult than anticipated, and one or two of them got down, they spend a few minutes discussing if they should take a few days break or keep going. If they keep going, they get extra cautious, and I can keep them on edge with a few die rolls behind my screen. If they stop to rest, and take extra steps to ensure their camp's safety, I use the elipse method, and tell them a few days passed, and they got on their feet. ( except, of course, if they didn't take the necessary precautions, or if I had other plans for them.) Hardly slows down the game and gives them a feel that things are dangerous and exciting. It gives me more options to keep them excited.
 

Ah i forgot, i prefer short rest is 8hours Long rest is a stay at the inn / Weekend, i only allow 15 Minute short rests in exceptional circumstances like when drama is culminating and the party is out of resources.

But i do not add Levels of Exhaustion. Tbh since i was hit by a nasty exhaustion as a Player (bad dice luck every time i tried to get rid of it, and therefore having disadv. all the time) i tend to hate that mechanic and will use it most sparingly on my PCs
 

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