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General Tabletop Discussion
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Which Homebrew Rules do you use? Fixes, styles of game, pillars, etc.
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<blockquote data-quote="Evilhalfling" data-source="post: 7165604" data-attributes="member: 16991"><p>This campaign hasn't started yet, but it adds in my fav 13th age components into 5e.</p><p></p><p>13th age Backgrounds replace skills/backgrounds: </p><p></p><p>Make up a background - use the assigned bonus to all rolls it would effect. add to whatever ability score seems logical. </p><p>PCs start with 5 points, assign 1-3 per background. +3 points when prof bonus goes up. Thieves get free +2 (thief-like background) </p><p>specific is better than general: "Sewer smuggler in the city of Lights" or "assistant arcane historian in the tower of dragons" </p><p></p><p>Select Ties to 2 of the powerful organizations / rulers or villains. The ties can be positive, mixed or negative. You can use one to modify the setting, (as described in optional 5e DMG rules) You can use a second one, but it will always come with complications. </p><p>the ties reset only after an arc is complete, or at the beginning of a session if all players have used at least one. </p><p></p><p>E10 all PCs are capped at level 10, and no spells or effects higher than this level can be created by an individual. a few Cr 11+ monsters may exist, but are considered legendary. Entire organizations can put together rituals with more powerful effects.</p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 7165604, member: 16991"] This campaign hasn't started yet, but it adds in my fav 13th age components into 5e. 13th age Backgrounds replace skills/backgrounds: Make up a background - use the assigned bonus to all rolls it would effect. add to whatever ability score seems logical. PCs start with 5 points, assign 1-3 per background. +3 points when prof bonus goes up. Thieves get free +2 (thief-like background) specific is better than general: "Sewer smuggler in the city of Lights" or "assistant arcane historian in the tower of dragons" Select Ties to 2 of the powerful organizations / rulers or villains. The ties can be positive, mixed or negative. You can use one to modify the setting, (as described in optional 5e DMG rules) You can use a second one, but it will always come with complications. the ties reset only after an arc is complete, or at the beginning of a session if all players have used at least one. E10 all PCs are capped at level 10, and no spells or effects higher than this level can be created by an individual. a few Cr 11+ monsters may exist, but are considered legendary. Entire organizations can put together rituals with more powerful effects. [/QUOTE]
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Which Homebrew Rules do you use? Fixes, styles of game, pillars, etc.
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