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What Houserules Do You Use?
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<blockquote data-quote="Xaelvaen" data-source="post: 7246197" data-attributes="member: 6681906"><p><strong>1)</strong> I created a talent system for my 5E game. Each level, a player can choose a talent from a list of a couple hundred that I made which let's them customize their character outside of being bound by race, class, and ASI choices. One example is 'Catch Your Breath' which allows a character to spend an Action in combat and spend Hit Dice up to one-half their maximum, but they must decide how many to roll ahead of time.</p><p></p><p><strong>2)</strong> I ignore the fact that ranged weapons cannot knock a creature out when they would otherwise strike the deathblow. (More on this topic, I make players declare before the attack they will be attempting to knock a creature unconscious instead of kill it).</p><p></p><p><strong>3)</strong> I stack levels of classes that have the extra attack feature, up to the lowest variant of extra attack between their classes. In example, fighter stacks with Barbarian/Ranger/Paladin for determining the level 5 extra attack feature, but you must be a full-fledged level 11 Fighter to get the third attack.</p><p></p><p><strong>4)</strong> I make ASI character level based instead of class level based. My players really love this one, and 5E is so ridiculously easy to balance monsters to player capacity, who cares right?</p><p></p><p><strong>5)</strong> Proficiency Dice instead of a flat bonus. (More on this one, I also allow for an 'Expert Attack' or 'Expert Defense.' The player can opt out of rolling their proficiency dice on attack rolls to add it to damage instead, or to add one-half of their proficiency result to AC for 1 round).</p><p></p><p><strong>6)</strong> I require each character to make up a custom background (including associated skills, tools/languages, feature, and story). My group loves this of course, but I could definitely see how others might find it tedious or what have you.</p><p></p><p>That about wraps up all the biggies I can think of immediately - at least my favorite and consistent ones.</p></blockquote><p></p>
[QUOTE="Xaelvaen, post: 7246197, member: 6681906"] [B]1)[/B] I created a talent system for my 5E game. Each level, a player can choose a talent from a list of a couple hundred that I made which let's them customize their character outside of being bound by race, class, and ASI choices. One example is 'Catch Your Breath' which allows a character to spend an Action in combat and spend Hit Dice up to one-half their maximum, but they must decide how many to roll ahead of time. [B]2)[/B] I ignore the fact that ranged weapons cannot knock a creature out when they would otherwise strike the deathblow. (More on this topic, I make players declare before the attack they will be attempting to knock a creature unconscious instead of kill it). [B]3)[/B] I stack levels of classes that have the extra attack feature, up to the lowest variant of extra attack between their classes. In example, fighter stacks with Barbarian/Ranger/Paladin for determining the level 5 extra attack feature, but you must be a full-fledged level 11 Fighter to get the third attack. [B]4)[/B] I make ASI character level based instead of class level based. My players really love this one, and 5E is so ridiculously easy to balance monsters to player capacity, who cares right? [B]5)[/B] Proficiency Dice instead of a flat bonus. (More on this one, I also allow for an 'Expert Attack' or 'Expert Defense.' The player can opt out of rolling their proficiency dice on attack rolls to add it to damage instead, or to add one-half of their proficiency result to AC for 1 round). [B]6)[/B] I require each character to make up a custom background (including associated skills, tools/languages, feature, and story). My group loves this of course, but I could definitely see how others might find it tedious or what have you. That about wraps up all the biggies I can think of immediately - at least my favorite and consistent ones. [/QUOTE]
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