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Which Homebrew Rules do you use? Fixes, styles of game, pillars, etc.
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7160480" data-attributes="member: 6787650"><p>My house rules:</p><p></p><p><strong>Simple changes</strong></p><p><strong></strong></p><p>1.) On ability checks only, an odd score gives an extra +1. So Str 19 means you have +4 to Strength-based attacks and saves, but +5 to Strength checks.</p><p></p><p>2.) You can use both your move and your action in a Readied action, and can maintain a readied action from round to round.</p><p></p><p>3.) Champions: Improved Critical lets you auto-crit on natural 17-20, Superior Critical lets you auto-crit on 13-20, and Remarkable Athlete stacks with proficiency. So a Str 18 Champion 9 would have +4+4+2=+10 to Strength (Athletics) checks, not just +8.</p><p></p><p>4.) Everyone uses spell points instead of spell slots. A player can opt for DMG spell points or use the rules here: <a href="http://bluishcertainty.blogspot.com/2016/12/spell-points-by-formula-5e-variant-rule.html" target="_blank">http://bluishcertainty.blogspot.com/2016/12/spell-points-by-formula-5e-variant-rule.html</a>. Must decide when spellcasting is first learned; cannot change.</p><p></p><p>5.) An attacker unseen by his target has advantage only on melee attack rolls, not ranged attack rolls; however, he does qualify for sneak attack damage at range despite not having advantage if he is unseen.</p><p></p><p>6.) Anyone with any weapon can attack vital areas at -5 to-hit for +5 to damage. GWM and Sharpshooter feats merely increase the bonus when you are using those weapons.</p><p></p><p>7.) Casting a non-bonus-action/non-reaction spell while moving at more than half speed, riding a horse or on a moving ship forces a concentration save every round even if it's not a concentration spell (Fireball) or it fizzles; getting hit when you're trying to cast a non-reaction spell likewise forces a concentration save to avoid fizzle (if you've been hit earlier on this round and start casting after due to Delay, you must make the same concentration save.) Fizzling does not cost spell points but does waste your action to no effect.</p><p></p><p>8.) There is no Disengage. Opportunity attacks occur when you move at full speed away from an enemy (turning your back). You can back away at half speed without turning your back. Creatures like beholders and black puddings have no backs to turn and can move at full speed in any direction without provoking opportunity attacks.</p><p></p><p>Remark: Dashing while moving backwards replaces and is equivalent to Disengage. You move half speed ('15), but you do it twice because you Dashed, so you move 30' without provoking opportunity attacks--that's why Disengage does not exist, because it's redundant.</p><p></p><p>9.) Falling damage doubles for every size category over Medium, and halves for every size category under Small. For example, an Ogre falling 100' would take 20d6 HP of damage, not 10d6, because it is Large; and a Fire Giant falling the same distance would take 40d6 damage because it is Huge; but a housecat would take only 5d6 because it is Tiny, and a rat would take 2d6 because it is Tiny II.</p><p></p><p><strong>Complex changes</strong></p><p><strong></strong></p><p>1.) Open-ended d20 rolls. Since skill checks and saves, unlike attack rolls, don't auto-succeed on a 20 or auto-fail on a 1, but I always want there to be some chance of failure, on a 20 you re-roll at +10 and take the highest roll. Roll again at +20 if you roll another 20, etc. If you roll a 1, re-roll at -10 and take the lowest. If it's obvious that you've already failed or succeeded you can of course stop rolling already.</p><p></p><p>2.) Different initiative variant which makes complex plans easier to execute for those with higher intelligence. Declare actions in Int order (descending), resolve all turns concurrently but use initiative contests to resolve order of actions when necessary. Alert gives bonuses to both declaration and resolution. Delay action is possible; Dodge and Maintain Readied Action always win initiative. Feints are possible with Deception vs. Insight contest. Ask DM for details (or consult brief writeup here <a href="http://bluishcertainty.blogspot.com/2017/01/simultaneous-initiative-in-5e.html" target="_blank">http://bluishcertainty.blogspot.com/2017/01/simultaneous-initiative-in-5e.html</a>).</p><p></p><p>3.) Magic Resistance and Legendary Resistance works differently--requires a reaction and can dispel a spell it's affected by, regardless of whether or not it has a save. Details here: <a href="http://bluishcertainty.blogspot.com/2016/03/5e-magic-resistance-variant-rule.html" target="_blank">http://bluishcertainty.blogspot.com/2016/03/5e-magic-resistance-variant-rule.html</a></p><p></p><p>4.) Concurrent multiclassing is an option. With concurrent multiclassing, you can advance in two classes or three at the same time, e.g. you could be a 10th level Battlemaster/Necromancer with the abilities of both a 10th level Battlemaster and a 10th level Necromancer. See <a href="http://bluishcertainty.blogspot.com/2017/01/5e-old-school-multiclassing-rules_29.html" target="_blank">http://bluishcertainty.blogspot.com/2017/01/5e-old-school-multiclassing-rules_29.html</a> for more details.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7160480, member: 6787650"] My house rules: [B]Simple changes [/B] 1.) On ability checks only, an odd score gives an extra +1. So Str 19 means you have +4 to Strength-based attacks and saves, but +5 to Strength checks. 2.) You can use both your move and your action in a Readied action, and can maintain a readied action from round to round. 3.) Champions: Improved Critical lets you auto-crit on natural 17-20, Superior Critical lets you auto-crit on 13-20, and Remarkable Athlete stacks with proficiency. So a Str 18 Champion 9 would have +4+4+2=+10 to Strength (Athletics) checks, not just +8. 4.) Everyone uses spell points instead of spell slots. A player can opt for DMG spell points or use the rules here: [URL]http://bluishcertainty.blogspot.com/2016/12/spell-points-by-formula-5e-variant-rule.html[/URL]. Must decide when spellcasting is first learned; cannot change. 5.) An attacker unseen by his target has advantage only on melee attack rolls, not ranged attack rolls; however, he does qualify for sneak attack damage at range despite not having advantage if he is unseen. 6.) Anyone with any weapon can attack vital areas at -5 to-hit for +5 to damage. GWM and Sharpshooter feats merely increase the bonus when you are using those weapons. 7.) Casting a non-bonus-action/non-reaction spell while moving at more than half speed, riding a horse or on a moving ship forces a concentration save every round even if it's not a concentration spell (Fireball) or it fizzles; getting hit when you're trying to cast a non-reaction spell likewise forces a concentration save to avoid fizzle (if you've been hit earlier on this round and start casting after due to Delay, you must make the same concentration save.) Fizzling does not cost spell points but does waste your action to no effect. 8.) There is no Disengage. Opportunity attacks occur when you move at full speed away from an enemy (turning your back). You can back away at half speed without turning your back. Creatures like beholders and black puddings have no backs to turn and can move at full speed in any direction without provoking opportunity attacks. Remark: Dashing while moving backwards replaces and is equivalent to Disengage. You move half speed ('15), but you do it twice because you Dashed, so you move 30' without provoking opportunity attacks--that's why Disengage does not exist, because it's redundant. 9.) Falling damage doubles for every size category over Medium, and halves for every size category under Small. For example, an Ogre falling 100' would take 20d6 HP of damage, not 10d6, because it is Large; and a Fire Giant falling the same distance would take 40d6 damage because it is Huge; but a housecat would take only 5d6 because it is Tiny, and a rat would take 2d6 because it is Tiny II. [B]Complex changes [/B] 1.) Open-ended d20 rolls. Since skill checks and saves, unlike attack rolls, don't auto-succeed on a 20 or auto-fail on a 1, but I always want there to be some chance of failure, on a 20 you re-roll at +10 and take the highest roll. Roll again at +20 if you roll another 20, etc. If you roll a 1, re-roll at -10 and take the lowest. If it's obvious that you've already failed or succeeded you can of course stop rolling already. 2.) Different initiative variant which makes complex plans easier to execute for those with higher intelligence. Declare actions in Int order (descending), resolve all turns concurrently but use initiative contests to resolve order of actions when necessary. Alert gives bonuses to both declaration and resolution. Delay action is possible; Dodge and Maintain Readied Action always win initiative. Feints are possible with Deception vs. Insight contest. Ask DM for details (or consult brief writeup here [URL]http://bluishcertainty.blogspot.com/2017/01/simultaneous-initiative-in-5e.html[/URL]). 3.) Magic Resistance and Legendary Resistance works differently--requires a reaction and can dispel a spell it's affected by, regardless of whether or not it has a save. Details here: [URL]http://bluishcertainty.blogspot.com/2016/03/5e-magic-resistance-variant-rule.html[/URL] 4.) Concurrent multiclassing is an option. With concurrent multiclassing, you can advance in two classes or three at the same time, e.g. you could be a 10th level Battlemaster/Necromancer with the abilities of both a 10th level Battlemaster and a 10th level Necromancer. See [URL]http://bluishcertainty.blogspot.com/2017/01/5e-old-school-multiclassing-rules_29.html[/URL] for more details. [/QUOTE]
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