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What Houserules Do You Use?
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<blockquote data-quote="smbakeresq" data-source="post: 7247885" data-attributes="member: 28301"><p>Many off the top of my head:</p><p></p><p>1. Crits do max damage then whatever the player rolled. Makes crits feel special, but watch out as it benefits monsters also.</p><p>2. Med kit is d6+hit dice +Medicine skill. Make medicine skill count for more.</p><p>3. Jumping is str or dex. Speed affects running jumps, every 5' of speed adds a foot to jump distance. Look at long jumpers and hurdlers and high jumpers, they are not strength behemoths, but they are fast.</p><p>4. Mob rules. They are good. Also for big groups, I just have half the minions use help action for the other half, so half rolls with advantage. </p><p>5. Don't use flanking - while its good the monsters outnumber your PC's greatly in most cases.</p><p>6. Combat maneuvers - Sure, the more PC get creative the better it is. Trips, disarms, etc. Monsters use them also. Its also a great way to keep PC's alive when they get low. I was having giants throw and boot PC's way before SKT.</p><p>7. Feats - they are optional but everyone uses them. Hey monsters get them also in certain cases, the PC who chooses SS and CE might see a hobgoblin specialist archer doing the same thing, or even worse a Storm Giant using SS at 1800 feet range. </p><p>8. The PC stuff - PC have optional type stuff from UA, that's ok by me after I look it over. </p><p>9. Size - I modify this, if you have large build trait I will let you use it in combat too, for example, a large build shield master can prone Huge creatures. You will also get an increase in die size for weapons. It should be more as a hook.</p><p>10. Reputation and Notoriety - sure. PC are heroes, they should be famous also.</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7247885, member: 28301"] Many off the top of my head: 1. Crits do max damage then whatever the player rolled. Makes crits feel special, but watch out as it benefits monsters also. 2. Med kit is d6+hit dice +Medicine skill. Make medicine skill count for more. 3. Jumping is str or dex. Speed affects running jumps, every 5' of speed adds a foot to jump distance. Look at long jumpers and hurdlers and high jumpers, they are not strength behemoths, but they are fast. 4. Mob rules. They are good. Also for big groups, I just have half the minions use help action for the other half, so half rolls with advantage. 5. Don't use flanking - while its good the monsters outnumber your PC's greatly in most cases. 6. Combat maneuvers - Sure, the more PC get creative the better it is. Trips, disarms, etc. Monsters use them also. Its also a great way to keep PC's alive when they get low. I was having giants throw and boot PC's way before SKT. 7. Feats - they are optional but everyone uses them. Hey monsters get them also in certain cases, the PC who chooses SS and CE might see a hobgoblin specialist archer doing the same thing, or even worse a Storm Giant using SS at 1800 feet range. 8. The PC stuff - PC have optional type stuff from UA, that's ok by me after I look it over. 9. Size - I modify this, if you have large build trait I will let you use it in combat too, for example, a large build shield master can prone Huge creatures. You will also get an increase in die size for weapons. It should be more as a hook. 10. Reputation and Notoriety - sure. PC are heroes, they should be famous also. [/QUOTE]
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