The things specific to each DM. What type of table rules (guidelines for playing) do you have, what house rules do you have for mechanics, and what homebrew stuff do you allow in your games? Note: For the homebrew stuff, just give an idea of what stuff you include, not necessarily the specifics. As in, do you allow homebrew at all and if so how much.
All my groups have a set of table rules dealing with things like absences, use of electronic devices, etc. Mostly, it's aimed at avoiding anything that might distract from the game. I've found setting these ground rules up front is better for everyone involved.
My house rules fall into two main categories: Inspiration and combat actions. We rule that Inspiration can be used to reroll, rather than to grant advantage on a roll, as the latter seems pretty underwhelming. I also award action points (add d6 to a roll) in cases where a PC did something to merit gaining Inspiration but already possesses it.
Our other rules are mostly about making combat more interesting. I give my players small bonuses to attack rolls and ability checks when they describe their actions. We also have quick rules for "combat maneuvers" like disarming someone or kicking sand into an enemy's eyes to give players more options each round, as nothing is more boring than a slugfest between PCs and monsters with no room for tactical actions. These are all written down on a quick reference sheet, so that keeping track of these various maneuvers isn't an overwhelming task.
I use a couple homebrew races in my campaigns, but I generally avoid homebrew classes (though I can be convinced, if a class seems reasonably balanced).
I modify crits, initiative, and a few other things. I allow any reasonably balanced homebrew content, up to and including classes, as long as it isn't . . . inappropriate (I haven't actually seen any . . . inappropriate homebrew content yet, but I'm sure it exists). I've never yet used formal table rules.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I used to have twenty pages of house rules. Then I realised it was just too much work to get people to actually use them without constantly having to remind them of the changes, so I just reverted to 100% RAW.
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"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
They're not really house rules. I just have a chat before each session about our expectations. Afterwards a chat to talk about their experience, things they liked or didn't etc. That, even if you're not an roleplay person, you still try to talk with words as "i do..." instead of "my character does...". That alone gradually gets them roleplaying even if they don't notice it. They don't need special voices or such. I also tell them that the first few sessions things will be more lenient regarding to applying rules. Fog of war isn't used yet, neither is advanced tactics on the monsters side. Also we start rather linear. These things will get more strict, advanced and scary as we progress and people get more comfortable with how the game mechanics and their characters work.
My judgement, while playing, is final. You can make a note and talk to me afterwards about rulings. For example I didn't know of some actions so I let it slide as a bonus action during that session. With the side notation I'd look it up afterwards for what it really is. Especially since I don't go out of my way to balance content, and have no issue throwing lots of stuff at my players, they have to play carefully. And making a ruling that temporarily lets them do a bit more damage isn't game breaking to begin with.
Since I just got back into DM'ing after almost a decade of absence, with a group that never played before... I prefer to keep the content more confined. So that means most official books and their classes/races/skills/spells are allowed. Homebrew and such is not, for the time being. Once we're all more confident and able then homebrew, within acceptable ranges, is welcomed.
to avoid distractions electronics are turned off. Luckily no one is addicted to apps and phones in my group which helps a lot. Also I tell t hem I'd like to keep the out of character chats to a minimum. Jokes and laughs are well and good, but having entire conversations that disrupts the play/atmosphere is not acceptable.
One of my favorite rules, I stole from Colville(I think) and modified a little. All of my players' Death Saves are done on my side of the screen and only myself and that player know what the roll is. The other players don't know how close this player is to death, because they are still in combat. The other side of that is I think the player making death saves should also "get their turn". So with that in mind, all of my players complete a character background form I found on an acting page. Questions about past life, family dynamics, childhood trauma, biggest achievements/regrets, etc. are all in it and I usually end up with a page or two from each player about their character. When they make their death save, I use that information to narrate the player's life flashing before their eyes. The background form really helps the players develop an understanding of their character and their motives. It also really drives the narrative and that feeling like this player really is that close to the edge.
I also usually try to drive the narrative with crit failures. In combat, they still roll damage but that might hit one of their allies or even themselves, depending on the situation. That rule goes for my players, but it also applies to my NPCs. I had an orc accidentally decapitate his buddy when he rolled his 1. I narrated it as if the player was able to dodge and redirect the attack to the other orc next to him.
No real house rules per say - I mean I do not enforce some of the quirkier rules - I allow flanking - I allow homebrew commensurate to level - I will allow a player to alter a class slightly to fit their vision of the character but that usually involves reskinning existing content not creating new.
In very high level campaigns the homebrew crafting is a ton of fun a lot of back and forth with the players and they get very involved and invested in their characters.
Critical hits are maximum damage plus a role of the dice, so landing a critical hit is a high point. But it works both ways, so NPCs can land brutal critical hits.
I allow a certain amount of leeway in retconning things like mage armor or aid being cast before the fight broke out. Especially if the player is relatively new or playing a new role.
Bards that actually mock the target of vicious mockery gain +1 to the save DC. Telling a good "in-game" joke when casting Tasha's Hideous Laughter, +1 to the save DC.
Coffee removes a level of exhaustion for an hour.
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The things specific to each DM. What type of table rules (guidelines for playing) do you have, what house rules do you have for mechanics, and what homebrew stuff do you allow in your games? Note: For the homebrew stuff, just give an idea of what stuff you include, not necessarily the specifics. As in, do you allow homebrew at all and if so how much.
All my groups have a set of table rules dealing with things like absences, use of electronic devices, etc. Mostly, it's aimed at avoiding anything that might distract from the game. I've found setting these ground rules up front is better for everyone involved.
My house rules fall into two main categories: Inspiration and combat actions. We rule that Inspiration can be used to reroll, rather than to grant advantage on a roll, as the latter seems pretty underwhelming. I also award action points (add d6 to a roll) in cases where a PC did something to merit gaining Inspiration but already possesses it.
Our other rules are mostly about making combat more interesting. I give my players small bonuses to attack rolls and ability checks when they describe their actions. We also have quick rules for "combat maneuvers" like disarming someone or kicking sand into an enemy's eyes to give players more options each round, as nothing is more boring than a slugfest between PCs and monsters with no room for tactical actions. These are all written down on a quick reference sheet, so that keeping track of these various maneuvers isn't an overwhelming task.
I use a couple homebrew races in my campaigns, but I generally avoid homebrew classes (though I can be convinced, if a class seems reasonably balanced).
I modify crits, initiative, and a few other things. I allow any reasonably balanced homebrew content, up to and including classes, as long as it isn't . . . inappropriate (I haven't actually seen any . . . inappropriate homebrew content yet, but I'm sure it exists). I've never yet used formal table rules.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I used to have twenty pages of house rules. Then I realised it was just too much work to get people to actually use them without constantly having to remind them of the changes, so I just reverted to 100% RAW.
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
They're not really house rules. I just have a chat before each session about our expectations. Afterwards a chat to talk about their experience, things they liked or didn't etc. That, even if you're not an roleplay person, you still try to talk with words as "i do..." instead of "my character does...". That alone gradually gets them roleplaying even if they don't notice it. They don't need special voices or such. I also tell them that the first few sessions things will be more lenient regarding to applying rules. Fog of war isn't used yet, neither is advanced tactics on the monsters side. Also we start rather linear. These things will get more strict, advanced and scary as we progress and people get more comfortable with how the game mechanics and their characters work.
My judgement, while playing, is final. You can make a note and talk to me afterwards about rulings. For example I didn't know of some actions so I let it slide as a bonus action during that session. With the side notation I'd look it up afterwards for what it really is. Especially since I don't go out of my way to balance content, and have no issue throwing lots of stuff at my players, they have to play carefully. And making a ruling that temporarily lets them do a bit more damage isn't game breaking to begin with.
Since I just got back into DM'ing after almost a decade of absence, with a group that never played before... I prefer to keep the content more confined. So that means most official books and their classes/races/skills/spells are allowed. Homebrew and such is not, for the time being. Once we're all more confident and able then homebrew, within acceptable ranges, is welcomed.
to avoid distractions electronics are turned off. Luckily no one is addicted to apps and phones in my group which helps a lot. Also I tell t hem I'd like to keep the out of character chats to a minimum. Jokes and laughs are well and good, but having entire conversations that disrupts the play/atmosphere is not acceptable.
One of my favorite rules, I stole from Colville(I think) and modified a little. All of my players' Death Saves are done on my side of the screen and only myself and that player know what the roll is. The other players don't know how close this player is to death, because they are still in combat. The other side of that is I think the player making death saves should also "get their turn". So with that in mind, all of my players complete a character background form I found on an acting page. Questions about past life, family dynamics, childhood trauma, biggest achievements/regrets, etc. are all in it and I usually end up with a page or two from each player about their character. When they make their death save, I use that information to narrate the player's life flashing before their eyes. The background form really helps the players develop an understanding of their character and their motives. It also really drives the narrative and that feeling like this player really is that close to the edge.
I also usually try to drive the narrative with crit failures. In combat, they still roll damage but that might hit one of their allies or even themselves, depending on the situation. That rule goes for my players, but it also applies to my NPCs. I had an orc accidentally decapitate his buddy when he rolled his 1. I narrated it as if the player was able to dodge and redirect the attack to the other orc next to him.
No real house rules per say - I mean I do not enforce some of the quirkier rules - I allow flanking - I allow homebrew commensurate to level - I will allow a player to alter a class slightly to fit their vision of the character but that usually involves reskinning existing content not creating new.
In very high level campaigns the homebrew crafting is a ton of fun a lot of back and forth with the players and they get very involved and invested in their characters.
Critical hits are maximum damage plus a role of the dice, so landing a critical hit is a high point. But it works both ways, so NPCs can land brutal critical hits.
I allow a certain amount of leeway in retconning things like mage armor or aid being cast before the fight broke out. Especially if the player is relatively new or playing a new role.
Bards that actually mock the target of vicious mockery gain +1 to the save DC. Telling a good "in-game" joke when casting Tasha's Hideous Laughter, +1 to the save DC.
Coffee removes a level of exhaustion for an hour.