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D&D 5E What options are you using from the DMG?

Cadriel

First Post
I ran the third session in my 5e campaign last night, and it went really well. I decided that I'm incorporating a few items from the optional rules in the DMG so far.

One is players awarding Inspiration. This has gone over well and helped with an area that I felt I was neglecting. Each player awards inspiration at most once per session to any other player.

In combat actions I allowed for lingering injuries, but only on death saves failed by 5. Hasn't happened yet, but we've had a lot of death saves so far and I expect it to come up once or twice in the course of the campaign. I also want to allow at least the disarm option but not things like marking that are too positional combat for my theatre of the mind game.

What are other folks using or planning to use from the DMG options?
 

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I ran a session last night, I actually used sanity rules A LOT, and they were fun. I also used initiative score in conjunction with the speed rules and that was by far my favorite aspect. I hate rolling initiative, it just seems to bog down the game, so I enjoyed it. I also used spell points which seemed to work well enough, no one really noticed a difference between that and slots honestly.
 





Given how many people don't have it yet, and those that do have it have had it for mere days, and probably haven't run many sessions with its provisions in place, I expect the answers you're going to get will be less than inspiring.

Ask again in a couple months, and maybe there'll be more meat to deal with.
 


I want to use the Passive initiative and speed factors. Do you think it's okay to do that just for PCs and leave Monster initiative as d20 +Dex?
 

My group tried speed factor last night, with the old-school method of writing down your action before you roll initiative. The group disliked being chained to an action but really enjoyed rolling a new initiative every round so we kept that aspect and lost everything else.
 

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