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"You Can Do 3 Things" - My Nephew's D&D Houserule
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<blockquote data-quote="CleverNickName" data-source="post: 9776350" data-attributes="member: 50987"><p>Last weekend, I sat in on my nephew's D&D game, and noticed they were using a house-rule I've never seen before. I thought I'd share, and see what everyone else thought of it.</p><p></p><p>First, a bit of background. My nephew and his friends have an after-school game every Friday. He's the DM, and there were four other kids in the group. They are all in 7th grade, so I assume they're between the ages of 12 and 13, and they are playing <em>Curse of Strahd.</em> So:</p><p></p><p>At some point in the game, the party was attacked by a pack of wolves. Initiative was rolled like normal, but I noticed something weird about the way the characters were calling their actions: they kept referring to The Three Things that they were going to be doing on their turn.</p><p></p><p>"For my three things, I'd like to swing my sword, swing my sword again, and then swing my sword <em>again</em>."</p><p></p><p>"For my three things, I'd like to cast firebolt, throw a dagger, and move."</p><p></p><p>"For my three things, I'd like to drink a potion, move, and move some more."</p><p></p><p>"For its three things, the wolf will move, bite, and then move."</p><p></p><p>Eventually I caught on: they had condensed the game's action economy and all of the different types of actions into just three "moves" that everyone could do on their turn. Attacks, movement, bonus actions, spells, potions, whatever--you got to do three of them on your turn. There were a few exceptions: they still only got one reaction, and they still couldn't cast more than one spell on their turn unless one of them was a cantrip. But still, for the most part, everyone in the group got to do three things on their turn. Even the monsters.</p><p></p><p>I thought it was interesting, so I asked him about it after the game. He said that they got the idea from a different game (he couldn't remember which one) and they liked it so much they kept it in their D&D game. "Nobody cares that much about the different actions and stuff. Just do your three things, then let the next person go."</p><p></p><p>I'm not saying I'd adopt that house-rule, but I <s>would totally adopt that house rule</s> can totally see the appeal. Maybe I'd tweak it a bit so that it scales with proficiency bonus? And I'm sure it would cause problems with monks (flurry of blows) and fighters (action surge), etc., so it's definitely not suitable for all tables. It works for a bunch of middle-schoolers, tho.</p><p></p><p>Anyway, I thought it was interesting. Has anyone else seen this house-rule out in the wild?</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 9776350, member: 50987"] Last weekend, I sat in on my nephew's D&D game, and noticed they were using a house-rule I've never seen before. I thought I'd share, and see what everyone else thought of it. First, a bit of background. My nephew and his friends have an after-school game every Friday. He's the DM, and there were four other kids in the group. They are all in 7th grade, so I assume they're between the ages of 12 and 13, and they are playing [I]Curse of Strahd.[/I] So: At some point in the game, the party was attacked by a pack of wolves. Initiative was rolled like normal, but I noticed something weird about the way the characters were calling their actions: they kept referring to The Three Things that they were going to be doing on their turn. "For my three things, I'd like to swing my sword, swing my sword again, and then swing my sword [I]again[/I]." "For my three things, I'd like to cast firebolt, throw a dagger, and move." "For my three things, I'd like to drink a potion, move, and move some more." "For its three things, the wolf will move, bite, and then move." Eventually I caught on: they had condensed the game's action economy and all of the different types of actions into just three "moves" that everyone could do on their turn. Attacks, movement, bonus actions, spells, potions, whatever--you got to do three of them on your turn. There were a few exceptions: they still only got one reaction, and they still couldn't cast more than one spell on their turn unless one of them was a cantrip. But still, for the most part, everyone in the group got to do three things on their turn. Even the monsters. I thought it was interesting, so I asked him about it after the game. He said that they got the idea from a different game (he couldn't remember which one) and they liked it so much they kept it in their D&D game. "Nobody cares that much about the different actions and stuff. Just do your three things, then let the next person go." I'm not saying I'd adopt that house-rule, but I [S]would totally adopt that house rule[/S] can totally see the appeal. Maybe I'd tweak it a bit so that it scales with proficiency bonus? And I'm sure it would cause problems with monks (flurry of blows) and fighters (action surge), etc., so it's definitely not suitable for all tables. It works for a bunch of middle-schoolers, tho. Anyway, I thought it was interesting. Has anyone else seen this house-rule out in the wild? [/QUOTE]
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