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D&D 5E What is your preferred style, and what tweaks do you do to get there?

At first I hated downtime, now I consider it the 4th Pillar.

I fly by the seat of my pants mostly. Homebrew designs with random rolls.

High Magic above other settings. (Heavy Metal, Wizard arm's race, Tech and Fantasy mash-up, Cowboy Gun Mages)

Space Marine invasion to cleanse and purge Toril.

Hand the players the reigns for brief moments.

Offer lingering wounds in exchange for levels. (peg leg for level 3 at start, etc.)

Don't use the errata for rules changes.

And most the stuff Sacrosanct mentioned.
 

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Preferred playstyle: Pretty old school. Rulings over rules, fast paced, the adventure (which is all 3 pillars pretty evenly) over the mechanics. I.e., don't let a rule get in the way of your group having fun. Prefer niche protection.

My preferred playstyle is pretty much the same as yours.

Maybe with a preference on the exploration pillar, also reflected in a preference for sandbox campaigns.

I like characters playing on their strengths to emphasize the role in "roleplay game".

Tweaks to 5e:
* rests: how often the group can rest is heavily dependent on the game world and their surroundings. Monsters don't go on pause, and will actively look for the PCs if they know they are in the area. This results in slightly less rests than in the guidelines, and gives the game more of a gritty feeling where resource management and tactical planning are important rather than just rush into each battle knowing you'll probably win
* spell components: Completely ignored unless it's something major or really valuable. Just not something I worry about managing
* encumbrance: ignored unless it gets outrageous or crazy
* ad hoc actions: these are the "swing from the chandelier" type things. Players are encouraged to try anything, even if they are not proficient or if there's not a rule for it. No reasonable request should ever be unreasonably denied. Often it's as simple as assigning a DC and ability to go with it, or an attack roll if in combat. Examples include maneuvers like disarming, tripping, throwing sand to blind, leaping over an overturned table to attack, dropping from a balcony, jumping from table to table, etc. 5e does a great job having most of these fall under existing skill checks (athletics, acrobatics, etc).
* morale: If the battle is going really badly for the monsters, and they are not mindless, morale may come into effect and they may flee. Every situation is different, with factors coming into play (is the monster just hungry, does it have a vendetta, etc? All things that might make it flee sooner, or not at all).
* Initiative: Everyone rolls like normal, I have one roll for all monsters (but they may go differently depending on their individual DEX mod). Say my monsters go on 13. I call out "Everyone above 13 may go." then the monsters go, then I call out, "Everyone else can go." Makes the game go much faster, and allows the players to hold actions much more to my tastes than in the rules.

I basically do these too, except the last (I have them go in order, as per normal rules), and I don't even consider these house rules but more like game management style.

To steer the game towards my style, I also do the following:

- I enforce the right of the DM to grant checks: that the player has the right to attempt at everything doesn't mean there is a check. As a more specific case, I often decide to grant a check depending on whether you're proficient or not, which might mean autosuccess if proficient vs check needed if nonproficient, or it might mean check needed if proficient vs autofailure if nonproficient; the most typical case I use the latter, is with knowledge checks.

- I discourage the use of books at the table. I use small printouts to help players with descriptions of their character's abilities. Ideally, I would use ability cards but I never had the time to design past a bunch of samples.

- I experiment with various custom character sheets to help players focus on their characters' roles.

- I tweak XP awards to pace advancement instead of using standard values.

- I don't bother doing precision balancing of encounters, or adventuring days.

- I offer alternatives to PC's deaths, discussed with the rest of the group.

- I create dynamic magic items that are typically more powerful (not "vertically" but rather in terms of number of abilities) and complicated than usual. "Dynamic" means they can change overtime.
 

- I enforce the right of the DM to grant checks: that the player has the right to attempt at everything doesn't mean there is a check. As a more specific case, I often decide to grant a check depending on whether you're proficient or not, which might mean autosuccess if proficient vs check needed if nonproficient, or it might mean check needed if proficient vs autofailure if nonproficient; the most typical case I use the latter, is with knowledge checks.

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I should have noted that a lot of the times, I go the player skill route first. I.e., if a player describes to me how their PC is doing something, that determines success or not. If their PC would have the knowledge that the player wouldn't, or if the player would prefer to go by their PC stat instead of their narration, then I'd allow a check. IME, player skill means more player involvement, and that's one of the goals for playing the game.
 

I think mine are pretty simple.

1. HP: You can either take half NOT rounded up or roll for new HP. Players are hard enough to kill after level 3 that I don't mind giving 4hp off of a d8 instead of 5 per level. Rolling HP usually leads to some cheap laughs and my players always try it. I think rounding up makes it too much of a sure thing.

2. Simplified Encumbrance: I hate it. It slows the game down. However I have slowly become convinced that encumbrance makes gear matter more which by extension makes gold, gear, strength and even time (and therefore rests) matter more inside a dungeon. Recently [MENTION=6777589]designbot[/MENTION] posted a variant which takes the math from 5e and applies it to the simplified encumbrance from Lamentations of the Fire Princess. I'm fully on board. It's pretty restrictive, but I don't mind that. If it ends up being too restrictive I might let players gain additional slots equal to their CON modifier. http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1232

3. Gold: In my worlds gold is usually rarer and most economies run on copper and silver.

4. Classes: This is the big one. In my games, classes define players and not NPCs. In Apocalypse World there is this idea that you are basically the only person in the world with that class. Lots of people can drive but you are the only DRIVER. I kinda try to set my worlds up like this. If you are a Bard, you are one of the few people in the entire world who has managed to make magic from music. Why? How? What does that mean? Same goes for the other races. Guards aren't fighters. Priests and Friars aren't clerics. The PCs are special and rare.
 

Thanks for the great replies. TBH, I was hoping to get a pretty diverse set of responses, including those who prefer tactical play (since it seems those are the ones with the most displeasure with the system). I was looking forward to see how they tweaked the game to fit that style of play, and thought that sharing those best practices would be of significant value to others who also share that style.

I may have assumed incorrectly.
 

My campaign is actually the culmination of many campaigns my players and I have played over the years. It spans many worlds and relies on the D&D multiverse and a lot of old school game lore. So it's pretty epic in scope, and that is reflected in the game itself.

Multiple PC groups- there is a primary group of PCs, all created when we first started 5E with Lost Mines of Phandelver. But each player also has additional PCs in other groups from prior campaigns. There is a Level 16 group from Oerth (these were our childhood PCs that played through most of the classic modules from the 1E/2E era. Then, there's a Level 10 group based out of Chult on Toril. This was one of our primary campaigns from the 3E era. There are also a handful of other characters that have made their way into the story from past campaigns. We rotate amongst the different groups for different parts of the story as needed, returning to the primary group for the bulk of play. Some of the old school characters, originally created in prior editions, have legacy abilities to denote their high level and signature abilities not carried over in the 5E ruleset (i.e. one PC was a cavalier and so is immune to fear).

Cinematic feel- Given the epic theme, I want the PCs to be larger than life. So I encourage them taking actions not often covered by the rules (diving and sliding and chandelier swinging and so on). I usually let them tell me what skill they think is relevant for any check, and as long as it seems reasonable, we go with it. This lets a Dex based character have good climbing and leaping ability, and so on. I also let them use Inspiration in a variety of ways. They can always default to adding advantage, but I also allow for them to use it in creative ways. I've allowed for an extra attack under extreme conditions, re-rolling a failed roll, introducing a plot point/world element that helped them, along with many other instances. Anything that the PC attempts that is really out there or crazy, I let them use Inspiration to help. It's a really loose rule, but it's actually been a lot of fun.

Epic Level- My intention is for the primary group of PCs to eventually catch up to the high level heroes and then they all start working together. I've kind of built in the idea that the characters can obtain some kind of minor divinity that grants them special powers. This will be reflected in Epic Levels or Epic Boons. We haven't gotten to that point yet, so I have some time to figure that out. Chances are I'll keep it very loose and try to create cool abilities that fit with the characters. But we'll see.

Combat- We use a battle map and minis almost all the time. I'm actually trying to break my players of the need, at least a bit, but that's a work in progress. One in particular always asks for visuals to be provided, and I don't want to deny that. Wego by the rules as written for the most part, although I do trump them from time to time. Most notable is opportunity attacks. I kind of decide these on a case by case, and my players are agreeable to that. We find the rules as written in this regard to allow for some odd things that kind of bypass some tactics, so that's why we do it our own way.

Materials used- The core books are all that we use for PC creation. That's not to say I'd prohibit any other material, it's just that none of my players have asked to use any UA or 3rd party stuff. Since the characters are currently on Athas, I have one player whose expressed an interest in the Mystic material, so maybe we'll work that in.
 
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I guess all I really do is flat out ignore the CR system.

Other than that I haven't had any problems making 5e work enough like 1e to suite me.
 

I guess all I really do is flat out ignore the CR system.

Other than that I haven't had any problems making 5e work enough like 1e to suite me.

Yeah, I ignore CR too unless I'm publishing something, and even then it's only a guideline. I typically do what I did in AD&D, and that's just create encounters that feel right. No better way to really explain it. And unfortunately that only comes when you're really familiar with the game.

Has anyone done tweaks to feats, or spells, or abilities?
 

I have used CR to build ranger companions. Other than that, I use instincts to build encounters. And I forgot to mention that I usually make up my monsters. When using a monster in the MM, I roll their HP. Sometimes I change their stats.

Currently running a campaign with a house rule that allows only the skill feats in the UA. No real tweaks to them. I have run games with no feats, and games with 1 free feat at first level.
 
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