Actual play result in an over year long 5e game...My group will be starting a new campaign in a few weeks. I'm looking for ways to enrich the tactical experience (as some of the players quite enjoyed 4e).
What official variant rules have you had success in adding to the game to make 5e a little more robust?
My group will be starting a new campaign in a few weeks. I'm looking for ways to enrich the tactical experience (as some of the players quite enjoyed 4e).
What official variant rules have you had success in adding to the game to make 5e a little more robust?
I have a general "wager system" to allow players to break the rules.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.