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What's in YOUR house rule document/collection?
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<blockquote data-quote="Cyvris" data-source="post: 7013890" data-attributes="member: 81262"><p>Currently working on a pair of rules, mostly aimed at making combat a bit meatier. Both are <em>very</em> rough. </p><p><strong></strong></p><p><strong>Short Rest Casting Variant</strong></p><p>Under this variant, characters alter their spells, expanding less energy to cast, but also producing less potent effects. Whenever a character casts a spell using a spell slot of 4th level or lower, they can decide to cast a less powerful version of that spell. If they do so, the spell slot recharges after a short rest instead of a long rest. </p><p>• If the spell deals damage, the player still rolls all the dice, but it only inflicts half of the total damage rolled, rounded up. </p><p>• Similarly, any healing is only half as effective. Players roll dice normally, but only restore half the total amount of hit points, rounded up. </p><p>• The spell deals no damage on a miss or if the target succeeds on its saving throw. </p><p>• Any concentration spell lasts until the end of the player’s next turn. </p><p>• Likewise, any bonuses, effects, or changes to the environment for the spell also expire at the end of the player’s next turn, even if the spell lacks the concentration keyword.</p><p></p><p></p><p><strong>Fighting Styles</strong>-instead of picking a single fighting style, players select two (three if a fighter). The effects of a fighting style are not always "on". Instead, they are triggered by a player making an attack and the effect, if any, lasts until the start of the players next turn. I added a few more, movement or pushing for example, and found it to fill the "At-will" power hole pretty well. The math needs some tweaking (Defensive became +2 against the next attack, Protection I'm still playing with), but it helped make Fighting Styles feel fare more dynamic than something so static.</p></blockquote><p></p>
[QUOTE="Cyvris, post: 7013890, member: 81262"] Currently working on a pair of rules, mostly aimed at making combat a bit meatier. Both are [I]very[/I] rough. [B] Short Rest Casting Variant[/B] Under this variant, characters alter their spells, expanding less energy to cast, but also producing less potent effects. Whenever a character casts a spell using a spell slot of 4th level or lower, they can decide to cast a less powerful version of that spell. If they do so, the spell slot recharges after a short rest instead of a long rest. • If the spell deals damage, the player still rolls all the dice, but it only inflicts half of the total damage rolled, rounded up. • Similarly, any healing is only half as effective. Players roll dice normally, but only restore half the total amount of hit points, rounded up. • The spell deals no damage on a miss or if the target succeeds on its saving throw. • Any concentration spell lasts until the end of the player’s next turn. • Likewise, any bonuses, effects, or changes to the environment for the spell also expire at the end of the player’s next turn, even if the spell lacks the concentration keyword. [B]Fighting Styles[/B]-instead of picking a single fighting style, players select two (three if a fighter). The effects of a fighting style are not always "on". Instead, they are triggered by a player making an attack and the effect, if any, lasts until the start of the players next turn. I added a few more, movement or pushing for example, and found it to fill the "At-will" power hole pretty well. The math needs some tweaking (Defensive became +2 against the next attack, Protection I'm still playing with), but it helped make Fighting Styles feel fare more dynamic than something so static. [/QUOTE]
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