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What Is Your "Must-Have" House-Rule (If Any)?
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<blockquote data-quote="Hawk Diesel" data-source="post: 8091308" data-attributes="member: 59848"><p>I have sooo many. I've rewritten many of the 5e mechanics. But here are the big ones:</p><p></p><p><strong>1) ACTION PONTS:</strong> Everyone starts each session with a number of action points equal to half your proficiency bonus (rounded up). You can use an action point to reroll a d20, take an extra action, or other things (there's a list). There's a lot of ways action points can be used in my games. Unused action points are lost once the session ends, unless the player has earned bonus action points for excellent play and overcoming significant challenges. Bonus action points roll over until used up, with regular action points being used before bonus action points.</p><p></p><p><strong>1) VITALITY POINTS:</strong> Rather than death saves, characters have a second pool of points called vitality points. Players start with vitality points at level 1 equal to the maximum of their hit die plus their con bonus. Players only gain more VP on on levels when they would gain an ASI or feat, gaining a number of VP equal to the average roll of their hit die plus their con bonus. When players take damage that would reduce them to 0 HP (with damage from that attack that would reduce them below 0 being ignored), then further damage is subtracted from VP. Once a player is in VP, they gain one level of exhaustion and gain the dispirited condition. While dispirited, a player has disadvantage on all attack rolls, and enemies have advantage on any saving throws against spells cast or abilities used by the dispirited character. Any healing is first applied to VP, and then once a player has at least 1 HP they lose the dispirited condition, though they keep any exhaustion levels gained. A character that is reduced to 0 vitality points dies or is knocked out (depending on what the situation or story calls for).</p><p></p><p>I adapted this from Angry GM, and it is meant to allow characters to continue to act, but signals that they should focus on defense or escape rather than attack. Theoretically it acts as an intermediate state between fighting and death/unconsciousness. I've been using it for 4 years now across several campaigns and it has really improved combat at my table.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 8091308, member: 59848"] I have sooo many. I've rewritten many of the 5e mechanics. But here are the big ones: [B]1) ACTION PONTS:[/B] Everyone starts each session with a number of action points equal to half your proficiency bonus (rounded up). You can use an action point to reroll a d20, take an extra action, or other things (there's a list). There's a lot of ways action points can be used in my games. Unused action points are lost once the session ends, unless the player has earned bonus action points for excellent play and overcoming significant challenges. Bonus action points roll over until used up, with regular action points being used before bonus action points. [B]1) VITALITY POINTS:[/B] Rather than death saves, characters have a second pool of points called vitality points. Players start with vitality points at level 1 equal to the maximum of their hit die plus their con bonus. Players only gain more VP on on levels when they would gain an ASI or feat, gaining a number of VP equal to the average roll of their hit die plus their con bonus. When players take damage that would reduce them to 0 HP (with damage from that attack that would reduce them below 0 being ignored), then further damage is subtracted from VP. Once a player is in VP, they gain one level of exhaustion and gain the dispirited condition. While dispirited, a player has disadvantage on all attack rolls, and enemies have advantage on any saving throws against spells cast or abilities used by the dispirited character. Any healing is first applied to VP, and then once a player has at least 1 HP they lose the dispirited condition, though they keep any exhaustion levels gained. A character that is reduced to 0 vitality points dies or is knocked out (depending on what the situation or story calls for). I adapted this from Angry GM, and it is meant to allow characters to continue to act, but signals that they should focus on defense or escape rather than attack. Theoretically it acts as an intermediate state between fighting and death/unconsciousness. I've been using it for 4 years now across several campaigns and it has really improved combat at my table. [/QUOTE]
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