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Which Homebrew Rules do you use? Fixes, styles of game, pillars, etc.
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<blockquote data-quote="Erechel" data-source="post: 7159617" data-attributes="member: 6784868"><p>Sorry if i revamp an old thread that I've started myself. Now that the dust has settled, and many of us had penty of time to adjust to the "new" edition: how about your house rules? What have you modified from this wonderful edition? These are a few of my own:</p><p></p><p>1) Searching for traps, secret doors, and such with Intelligence (Investigation) instead of Wisdom (Perception).</p><p>2) Fighting in melee range without a melee weapon, shield or martial arts gives advantage to the attacks against you (being disarmed is dangerous).</p><p>3) Using Hit Dice is dependant on Medicine checks and first aid kits. Also (this isn't a houserule), I use the Natural recovery option from the DMG, and short rests only allow to use 1 hit dice unless the Medicine roll is 20 or higher (see below). </p><p>4) I've made Medicine work with Intelligence, and every time a creature uses Medicine to use a Hit Dice, I grant a free hit dice if they roll a 20, two if they roll a 25, and three if they roll a 30 (I like to reward taking this feat).</p><p>5) Every time a character falls to 0 HP, it gains a level of exhaustion.</p><p>6) Druids' wildshape share HP with the human form. Temporary hit points may come only when the druid polymorphs in a creature with more HP than him, and it's the difference between the maximum HP of the druid and the beast form HP- injures are carried also from one shape to another (so, if the druid has 10/25 hit points, in dire wolf form it has 22 hit points, and 12 of them are temporary). If the creatures have equal less HP than the druid, then they share HP.</p><p>7) Druids may wildshape only on beasts they have studied alive for enough time.</p><p>8) Long rests are food dependant. Short rests are water dependant.</p><p>9) The <em>Goodberry </em>spell requires a freshly picken berry, consumed by the spell. Berries harvested with a gold sickle last until used.</p><p>10) Banished <em>Create and destroy water</em> and <em>Create food and water </em>spells, and the ranger's and outlander's features only grant Advantage on foraging, instead of auto-succeed. I've revised also the foraging rules.</p><p></p><p>I use other house rules, specifically to enhance the survivalist aspect of the game, but they are a bit complex.</p></blockquote><p></p>
[QUOTE="Erechel, post: 7159617, member: 6784868"] Sorry if i revamp an old thread that I've started myself. Now that the dust has settled, and many of us had penty of time to adjust to the "new" edition: how about your house rules? What have you modified from this wonderful edition? These are a few of my own: 1) Searching for traps, secret doors, and such with Intelligence (Investigation) instead of Wisdom (Perception). 2) Fighting in melee range without a melee weapon, shield or martial arts gives advantage to the attacks against you (being disarmed is dangerous). 3) Using Hit Dice is dependant on Medicine checks and first aid kits. Also (this isn't a houserule), I use the Natural recovery option from the DMG, and short rests only allow to use 1 hit dice unless the Medicine roll is 20 or higher (see below). 4) I've made Medicine work with Intelligence, and every time a creature uses Medicine to use a Hit Dice, I grant a free hit dice if they roll a 20, two if they roll a 25, and three if they roll a 30 (I like to reward taking this feat). 5) Every time a character falls to 0 HP, it gains a level of exhaustion. 6) Druids' wildshape share HP with the human form. Temporary hit points may come only when the druid polymorphs in a creature with more HP than him, and it's the difference between the maximum HP of the druid and the beast form HP- injures are carried also from one shape to another (so, if the druid has 10/25 hit points, in dire wolf form it has 22 hit points, and 12 of them are temporary). If the creatures have equal less HP than the druid, then they share HP. 7) Druids may wildshape only on beasts they have studied alive for enough time. 8) Long rests are food dependant. Short rests are water dependant. 9) The [I]Goodberry [/I]spell requires a freshly picken berry, consumed by the spell. Berries harvested with a gold sickle last until used. 10) Banished [I]Create and destroy water[/I] and [I]Create food and water [/I]spells, and the ranger's and outlander's features only grant Advantage on foraging, instead of auto-succeed. I've revised also the foraging rules. I use other house rules, specifically to enhance the survivalist aspect of the game, but they are a bit complex. [/QUOTE]
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