If some of the information on this site seems familiar, I'm not stealing and passing it off as my own. It's because I'm using an existing commercial product that I have changed some names and other things in order to protect the innocent villains against those dastardly adventurers.

Tuesday, June 9, 2015

Possible Future House Rules

I came across several house rules, such as here. There were some very interesting/intriguing rules. This of course got me thinking. To my players, since I love tinkering with rules, you may hear of some of these at gaming table near you. Of course there are some that I'm more likely to suggest than others. I'll note [likely] those that I'm more likely to suggest. I'd like to hear your comments.

Ability Checks/Saves

"When someone in the group makes an ability check (including skill checks), I make them choose one - and only one - PC to do it. This represents the party's best attempt to do that thing, and if that roll fails, then none of them are going to make it. 

I do allow the one PC making the effort to be assisted by another PC _IF_ that PC possesses the skill in question and is in a position (and agrees) to assist. Per the standard Help action, this provides advantage to the roll." [likely]

Actually, I already do the first part sometimes by asking for the PC with the best bonus in a specific skill. I assume if I had you pick whom, you would pick the one with the best bonus.

"The NOOOOOOOOOOO !  Once per game session , a player is allowed to use a NO. This allows a reroll."

Combat 

"For crits we do max damage [of the standard weapon die] plus one damage die." [likely]

I assume it wouldn't take much effort to convince you to implement this one. Just remember though it works the same for your opponents. 

"Firing into combat - disadvantage and on a 2 or 3 if missed roll to not hit friend ( roll to hit )"


"When a character recovers from having under 0 hit points, that character is exhausted to a certain level depending on how far down he went. only the Heal 5th level spell or up or similar powerful magicks, will wipe this out." [likely]

Players Make All Rolls

"The players roll their characters’ attacks as  normal, but GM don’t roll for their opponents. Instead, when a character is targeted by an attack, the player makes a defense roll.

A defense roll has a bonus equal to the character’s AC − 10. The DC for the roll equals the attacker’s attack bonus + 11.

On a successful defense roll, the attack misses because it was dodged, absorbed by the character’s armor, and so on. If a character fails a defense roll, the attack hits.

If the attacker would normally have advantage on the attack roll, you instead apply disadvantage to the defense roll, and vice versa if the attacker would have disadvantage.

If the defense roll comes up as a 1 on the d20, then the attack is a critical hit. If the attacker would normally score a critical hit on a roll of 19 or 20, then the attack is a critical hit on a 1 or 2, and so forth for broader critical ranges.
"


I would have to figure out how my staged flanking advantage would translate.

"When a character forces an opponent to make a saving throw, that player instead makes a saving throw check. The bonus to the d20 roll for a saving throw check equals the effect’s save DC − 8.

The DC for this check equals 11 + the target’s saving throw modifier. On a successful check, the character overcomes the target’s resistance and treats the target as if it failed its saving throw. On a failed check, the target is treated as if it succeeded on its save.

As with attacks, the saving throw check has advantage if the target would have disadvantage on its saving throw, and vice a versa.
"



Opposed Rolls

Instead of rolling against a flat AC, the defender rolls 1d8 + (AC -4). This is the number the attacker needs to beat in order to hit.


Initiative

From the DMG, Speed Factor Initiative. See http://angrydm.com/2015/02/fine-i-wrote-about-speed-factor-initiative-in-dd-5e/ for explanation. [likely]

Healing

"Limit of 1 short rest between long rests."

Would hurt certain classes.

"Long rests do not restore any hit points, but restore all Hit Dice."

Would make healers more important.

More than most other possible rules, any changes to healing would depend on the type of desired game, Heroic vs gritty. Unless everyone else wants a more gritty game, I'm unlikely to suggest any of these rules.

In Game Rewards 

Inspiration

"Instead of granting inspiration, each player is instead given some Inspiration tokens at the start of the session (3 for a 3-hour session; more for longer games)."

I've been thinking about doing something different with inspiration. I just haven't yet been inspired (sorry) with what exactly.  [likely but exact details ?]

"I think what I'm tempted to do is give out inspiration token(s) to each player, but players can't use them for their own characters. When another character takes an action in line with their personality (bonds, flaws, etc), especially one that is less optimal for that PC (ie, they're taking an extra risk or penalty to match their character), someone can give them advantage with one of the tokens."

Would you feel comfortable doing this? Also everyone would have to know the background traits of everyone's else PCs. [UN-likely]

"Turning the personality traits and inspiration mechanic into more of a FATE aspects sort of thing. The DM can give you more points by compelling those same traits."

If you're unfamiliar with this, basically the player offers to have one of his PC's background traits come into play in a negative way. In return that PC gains an inspiration.

Drama Cards

"Inspiration can be spent on drama cards at the cost of 1 for copper, 2 for silver, 3 for gold and 4 for platinum cards (increasing power and effect based on cost) that they can play at any time. These cards give bonuses in combat or alter a scene, grant bonuses, or let players drive narrative in new ways. For those interested, check them out, here: Drama Cards

Hero Points

"This is awarded to players who perform heroic deeds, usually at great personal risk. These encourage players to take risks often with spectacular results."
 

Character Improvements

"I also allow PCs to spend downtime training to gain skills ..., weapon and armor proficiencies, and spells." [likely]

For skills and weapons I would not allow a character to gain full proficiency in one of those. I would allow the character to gain "limited proficiency/a knack". Basically it would be a +1 bonus rather than the full proficiency bonus.

"Extravagant Living
Gold may be
[spent] on senseless activities in exchange for experience points. X gp may be [spent] for every 1 % of that levels needed x.p. gained. Typical activities are gambling, having lavish parties, buying useless trinkets, making bad bargains." [likely]

 

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