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What's in YOUR house rule document/collection?
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<blockquote data-quote="hawkeyefan" data-source="post: 7016124" data-attributes="member: 6785785"><p>My list is pretty short. My players are long time players, and very capable, but they don't seek out new material. They aren't even aware of the Unearthed Arcana options....which is fine by me!</p><p></p><p>We don't roll death saves on a round by round basis. Instead, I track how many rounds pass, and then when another PC reaches the one that's down, or once combat ends, they're rolled at that point. This way my players don't metagame their decision to go help the fallen friend because they know he's made two death saves and failed none. It keeps them in the dark about the PC's actual status until they would actually know. </p><p></p><p>We also changed Inspiration. I grant it when a player really roleplays well, or when they pull off something truly daring or dangerous. How they use the Inspiration is up to them; they can use it to gain advantage on any die roll, as the rules suggest, or they can use it to try and pull off some near impossible feat. I've left the terms where it can be used intentionally vague because I want them to come up with ideas. Some examples: diving off of an airship to catch a falling comrade and then cast a featherfall, getting an additional attack when a PC was on his last legs, one PC knocking another to safety to replace him as the target of a spell. </p><p></p><p>I find leaving it vague really gets them thinking creatively, and then rewarding that winds up encouraging further creative play and roleplaying. I find it a lot more rewarding than the simple Advantage granting version from the book.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7016124, member: 6785785"] My list is pretty short. My players are long time players, and very capable, but they don't seek out new material. They aren't even aware of the Unearthed Arcana options....which is fine by me! We don't roll death saves on a round by round basis. Instead, I track how many rounds pass, and then when another PC reaches the one that's down, or once combat ends, they're rolled at that point. This way my players don't metagame their decision to go help the fallen friend because they know he's made two death saves and failed none. It keeps them in the dark about the PC's actual status until they would actually know. We also changed Inspiration. I grant it when a player really roleplays well, or when they pull off something truly daring or dangerous. How they use the Inspiration is up to them; they can use it to gain advantage on any die roll, as the rules suggest, or they can use it to try and pull off some near impossible feat. I've left the terms where it can be used intentionally vague because I want them to come up with ideas. Some examples: diving off of an airship to catch a falling comrade and then cast a featherfall, getting an additional attack when a PC was on his last legs, one PC knocking another to safety to replace him as the target of a spell. I find leaving it vague really gets them thinking creatively, and then rewarding that winds up encouraging further creative play and roleplaying. I find it a lot more rewarding than the simple Advantage granting version from the book. [/QUOTE]
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