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

My group is using some variants from the DMG, but also some not in there.

From the DMG:

•Training to level (although I'm letting them train without a trainer at no gold cost, but double the time--and the days required in either case reduced by intelligence mod).

•Marking (very important for the monk to play the way the player thinks it should--softly).

•Magic item crafting with formulas and unique ingredients (hasn't come up yet).

•Disarming.

From houserules or outside sources:

•Popcorn initiative (tweaked so that I can pay inspiration to interrupt).

•Level advancement based solely on goal accomplishment (and they get to set the goals).

•Piazo's Plot Twist cards for Inspiration (mechanical effect as normal or player-determined plot twist based on the card's theme).

•Natural 1s mean the character's next roll gets Disadvantage.

•Critical hits have the option of doing less damage to attempt a special attack for free (grapple, disarm, push, etc.).

•Inspiration granted on natural 1s and 20s (and, of course, can be used to remove the Disadvantage from a nat 1).

•Any hit's damage can be mitigated by spending 1 or more HD (with no Con bonus).

•Any hit's damage can be mitigated by choosing to let the character's armor, shield, or weapon take the damage (pretty much just a last-ditch defense given the low hp of materials).

These last two may give the impression that I run a "heroic-style" high-action combat-as-sport game, but actually it's very combat-as-war.

The players always do everything they can to win a fight before it starts, but I don't really worry about balancing encounters they might possibly get into, either. The damage-mitigation helps me do that safely (that is, with less risk of TPK). Also, It helps me have no reservations about attacking downed foes if the situation warrants.
 

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Hitting Cover
Healer's Kit Dependency
Climbing onto a Bigger Creature
Disarm
Overrun
Tumble
Loyalty
Mixing Potions
Scroll Mishaps
Wands that Don't Recharge
Corrected Diagonals
Milestone Advancement (combined with XP)
Alien Technology (for weapons and items from foreign lands)
Lingering Injuries (using my own table, because theirs sucks)
Massive Damage
Morale

One I expected from the Playtest, but wasn't in the DMG: Attunement modified by Charisma
 

Magic Item Crafting Formulae: I've made this whole ingredient-gathering system for potion-making based off alchemy and it's gonna be great

Firearms and Explosives: With significantly-reduced prices because come on

Speed Factor Initiative: Because it's cool and inexplicably speeds up fights

Lingering Wounds: You roll whenever you receive a critical hit; roll with advantage if you still have at least half your HP, disadvantage if you are at 0 HP

The Gods Must Be Crazy: It's still mostly me doing the DMing, but sometimes other players make dungeons and stuff

Selling Magic Items: Actually if you reverse the order of results on that final table it works as a way for players to locate specific magic items if it's possible one is being sold in town; I bought a Wand of Magic Detection at 10% its normal price, it turned out to be so cheap because it has a huge defect: makes all creatures in a 500-foot radius unable to sleep unless fully charged

Magic Item Creation Rules: Using these to toughen up alchemical items and invent additional ones
 

I use spell points, speed factor and initiative score as well as the advance combat stuff like facing options. The game feels almost like a perfect translation of Final Fantasy Tactics. Love it.
 


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