Rune
Once A Fool
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.
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.