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

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?

That's exactly what I did and it worked out great. My advice is to get a sheet of paper and write down everyone and their initiative. Then make columns each turn and go down the list and ask what everyone is going to do . As they tell you write down the new initiative in the column based on their action, then simply start going down the column taking the highest init first and repeating until all of them are done. It actually goes much much quicker than it sounds, and it cuts down on rolling initiative for battles, its just fantastic. I love the way it plays.
 

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There's a lot I'll be using for my game:

Magic Item Crafting & Selling (its a relatively high-magic setting)
Players Grant Inspiration
Poisons & Diseases
Cleric & Paladin "Evil" Domains are PC-OK
Scroll Mishap
Potion Miscibility
Firearms & Explosives
 

Probably going to use the Slow Natural Healing option in my upcoming campaign, perhaps coupled with Healer's Kit Dependency. (It is a harsh world)
 


If we used Passive Perception (which we don't), we'd just use the normal proficiency bonus.

Yeah I dont really like passive perception and am inclined not to use it either, but it's a bit fiddly as it's written into the rules somewhat.

I just wonder if using proficiency dice would "solve" my problem with (by retaining a degree of randomness, ie: passive perception would be 10+prof bonus roll, rather than 10+ static proficiency modifier). I would probably get the players to roll their prof bonus at the start of the session, and use that (+10) as their passive perception score. I dunno.
 

I plan to use the skill die combined with the background-replaces-skills option, as well as bandage-dependency and something similar to the lingering wounds (but not quite it - I don't think that lingering wounds need to result in lost body parts quite so often. Whats wrong with wounds that take a few days to heal, but unlike HP actually get in your way a little?)

I'll also allow all the optional combat actions, any of the "evil" options if it suits a character, and spell points if a player wants 'em.
 

I have a hard enough time remember to hand out inspiration, so any alternative rule would be something that is easy to remember and keep track of, probably mostly during down time, such as the different healing methods.
 

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