These are the house rules I have in effect for my current campaign. We all voted on them and it has been working out pretty nicely. The wish roll thing is for fun, we've had some good moments with that one. Not for every style of campaign though.
Power Crit. When you roll critical damage, you automatically max the original damage die. (For example, you crit with your 1d8 weapon, so you do 1d8+8 damage).
Initiative Crits. Get a "Special Round" in combat before anyone else acts when you roll a natural d20 for initiative. (Not a Surprise Round).
Blind Death Saves. The DM rolls your death saving throws for you, and does not tell you the die results until you are stable or dead.
Quality Healing Potions. Instead of rolling for the potions healing effects, you take the highest amount the potion heals for. (i.e. 2d4+2 = 8+2).
Wish rolls. At the beginning of each session, roll a 1d100. On a roll of a 1 or a 100, make a wish for anything inside of the game. (At DM discretion). Once this happens, your character cannot make new wish roles.
Fall Damage Crits. After reaching the max count of fall damage die (terminal velocity), the damage is doubled.
These are the house rules I have in effect for my current campaign. We all voted on them and it has been working out pretty nicely. The wish roll thing is for fun, we've had some good moments with that one. Not for every style of campaign though.
Power Crit. When you roll critical damage, you automatically max the original damage die. (For example, you crit with your 1d8 weapon, so you do 1d8+8 damage).
Initiative Crits. Get a "Special Round" in combat before anyone else acts when you roll a natural d20 for initiative. (Not a Surprise Round).
Blind Death Saves. The DM rolls your death saving throws for you, and does not tell you the die results until you are stable or dead.
Quality Healing Potions. Instead of rolling for the potions healing effects, you take the highest amount the potion heals for. (i.e. 2d4+2 = 8+2).
Wish rolls. At the beginning of each session, roll a 1d100. On a roll of a 1 or a 100, make a wish for anything inside of the game. (At DM discretion). Once this happens, your character cannot make new wish roles.
Fall Damage Crits. After reaching the max count of fall damage die (terminal velocity), the damage is doubled.
i wanted to give a chance to that power crit thing, but i realised that... in many a case it become a Weaker Crit instead ! i was watching dice camera actions which used the idea of maxing weapon damage die. my problem with that is that it becomes a weaker crit instead of a powerful crit.
its all fine if you count only weapon damage.
but real crits doubles all dice, including sneak attacks, including divine smites, including hex. so what if your rogue crits his dagger... instead of doing 2d4+5 he does 1d4+9 and then he has to roll sneak attack as normal. let's count that... Level 3 rogue with 20 dex. 2d4(5)+5+4d6(14) = 24 average damage for a criting rogue of doubling all dice.
Power crit... 1d4(2)+9+2d6(7) = average of 18 damage for a criting rogue with just maxing the weapon damage.
now yeah it makes the lower end better, meaning less chances at getting double 1s on the dice. but in the end it makes much lower ends on the other side as well. that's my problem with that optionnal ruling, it is that it counts only weapon damage and that is right, but... once you start checking other things as well, the whole thing goes down with players suddently doing much less damage on a crit. this was seen on the dice camera action stream often. where jared character couldn't knock out anybody even with a crit.
yeah that homebrew has been bugging me for a while.
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
Maybe I’m wrong but I took the Power Crit to mean that you max the all the original dice (including things like sneak attack) and then roll all the dice again.
well probably depends on your table and your DM. but what isaw fromt he variant, and the way i always seen it in other games, it was only the weapon damage die that maxed.
my problem with it is that yif you max only the weapon damage die then that crit is not really ading anything. and if you start maxing all the basic dice, you get way too much of a crit.
EDIT: just saw on the net someone saing, they roll crit damage and then decide if they prefer their crit damage or the maximum a normal hit would do ! which i think solves my problem to begin with. i think i'll try that one.
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
well probably depends on your table and your DM. but what isaw fromt he variant, and the way i always seen it in other games, it was only the weapon damage die that maxed.
my problem with it is that yif you max only the weapon damage die then that crit is not really ading anything. and if you start maxing all the basic dice, you get way too much of a crit.
EDIT: just saw on the net someone saing, they roll crit damage and then decide if they prefer their crit damage or the maximum a normal hit would do ! which i think solves my problem to begin with. i think i'll try that one.
The power Crit that you quoted was.
Power Crit. When you roll critical damage, you automatically max the original damage die. (For example, you crit with your 1d8 weapon, so you do 1d8+8 damage).
It says to max the original damage. The goal is to do Max damage + Roll crit damage, so that you cannot do less than Max damage
So, if your base damage is 1d4+2d6+3 and you get a crit, you would do max 19 + rolling crit damage 1d4(2.5)+2d6(7) = average damage of 28.5.
well probably depends on your table and your DM. but what isaw fromt he variant, and the way i always seen it in other games, it was only the weapon damage die that maxed.
my problem with it is that yif you max only the weapon damage die then that crit is not really ading anything. and if you start maxing all the basic dice, you get way too much of a crit.
EDIT: just saw on the net someone saing, they roll crit damage and then decide if they prefer their crit damage or the maximum a normal hit would do ! which i think solves my problem to begin with. i think i'll try that one.
The power Crit that you quoted was.
Power Crit. When you roll critical damage, you automatically max the original damage die. (For example, you crit with your 1d8 weapon, so you do 1d8+8 damage).
It says to max the original damage. The goal is to do Max damage + Roll crit damage, so that you cannot do less than Max damage
So, if your base damage is 1d4+2d6+3 and you get a crit, you would do max 19 + rolling crit damage 1d4(2.5)+2d6(7) = average damage of 28.5.
does that mean you can actually max damage sneak attack or divine smite ? to me thats a problem if you do, because then that means your crit will do a lot more damage and make the game much more swingy then it already is. that's what i meant with this calculation...
the idea that only average damage is good to calculate, to me is whack by itself... what i want is to maximise the minimum damage and minimise the maximum damage in order to keep things balanced. otherwise the game is already swingy by some classes, giving them more damage is ridiculous to me.
let's take a paladin at level 13, let's see how swingy it can get by the power crit rule... Paladin Crits: maul = 2d6(maxed, 12)+5, divine smite on it at level 4 because crits so let's decide to make it big. so 5d8(maxed, 40) Now crit damage, maul 2d6(average 7), smite 5d8(average 22) Total average : 86 Total Minimum : 69 Total Maximum : 109
heres without the power crit rule... you'll see that while you are right that the maximum doesn't change, the actual average does change and thats where the problem lies... Paladin Crits: maul = 4d6(14)+5, divine smite on it at level 4 because crits so let's decide to make it big. so 10d8(45) Total average : 64 Total Minimum : 19 Total Maximum : 109
the problem people have is with the minimum which can be as low as a simple 19 on a crit for a paladin who just threw tons of ressources on it. people don't want that... my problem is with the average telling us that on average, a player with maximum crit will do about 20 or so damage more then he normally would every times he crits. considering at that level a paladin might get advantage a lot, can actually make a crit build with some levels of fighters and barbarians. that player is looking at a major build able to remove even tiamats life in just a few swings... imagine him critting twice on tiamat and removing about 1/3rd of her life in just a single round. what i hate already is that the game is already always finished in a mere 3 rounds. and usually it doesn't even go more then 2. now we're looking at players dealing already a ton of damage and you want them to deal even more just so they can be satisfied ?
if the minimum is the biggest problem, i think the only real solution is to eliminate the minimum and just tell your players to ignore all 1s on their dice and makes them 2 or just reroll every 1s. this way the average doesn'T go up by that much but the minimum goes up by a lot. the game is already swingy as it is, i've seen it more then enough time to think that its awefully easy to defeat a big creature in just a single round. i don't want my players to have even more damage and finish it before it even reach the monster. thats also thinking that monsters will actually do more damage on players and kill them even faster too.
i think this method to me is much better, so i'll try that one instead. the bell curve is already correct in itself, the more dice the less chances of hitting 1s you get. so the minimum is already very low chances. the more dice the better the curve be. think i'll just tell my players to forget the 1s and count them as 2s instead.
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
Padded Armor I remove the stupid and completely historical inaccurate "disadvantage" for stealth in Padded Armor
Mounts I make warhorses as expensive and rare as a Tesla Roadster
Coin weight I make coins weigh 20/ounce instead of, yet again, the historically inaccurate 3/ounce.
Exchange rate I remove Electrum and Platinum from the game entirely, add another "heavy" Silver coin to take the place of the Gold Piece and make Gold coins take the place of the missing Platinum Piece.
Diamonds Any place where Diamonds are mentioned I just say Precious Gems worth that amount. Diamonds being perceived expensive is a De Beers manipulation and 20th century, it spoils the immersion for me.
Equipment Damage If a character receives a Critical hit or goes to 0 HP they will, after the encounter is resolved, have their AC reduced by 1 until the damage is repaired. Those not wearing armor don't bother with this. Furthermore, after the encounter is resolved, a random piece of carried equipment will receive a portion of the triggering damage type as I adjudicate at the time and circumstance.
I haven't had the chance to try any of these in my games yet, but here are a few rule ideas I have been playing around with
Two-Weapon Fighting Variant (Parrying Dagger)
In addition to the normal rules on two-weapon fighting: If a character is wielding a weapon that requires only one hand (or has the versatile property) in their main hand, they can wield a dagger in their off hand as well, regardless of if the weapon in the main hand has the light property. For example, a character could wield a longsword and a dagger so long as they are wielding the longsword with only their main hand. Other rules surrounding two-weapon fighting apply as normal
This isn't really meant to fix or improve TWF, it was just something I think would be fun
Help Action Variant (Spotter)
You can aid a friendly creature in making an attack with a ranged weapon against a creature far enough away to be in the weapon’s long range. Helping in this way requires you to be holding or wearing a Spyglass or similar item which improves vision on far away objects. When you take this action you use the item to find the target and call out details to the friendly creature about its location. The aided creature gains advantage on the attack roll as a result, which cancels the disadvantage granted by making an attack at long range under normal circumstances. You cannot use the help action this way if the target is obscured from your vision
Mass Ritual Casting
When a character begins ritual casting a spell, other characters can choose to assist with conducting the ritual. In order to help with the ritual, the other characters must be capable of casting spells as rituals as well, but do not need to have the same spell prepared. The characters that want to assist with casting the spell must choose to do so immediately following the start of the ritual casting, with the character who started the ritual being treated as the primary caster. While assisted in this way for the duration of the ritual, that casting of the spell has the following changes applied to it:
The casting time is reduced by one minute for each additional creature assisting to a minimum of one action. If the reduction in casting time would result in the spell requiring only an action to cast, then the spell is cast immediately without consuming a spell slot.
For each additional creature assisting who also has the same spell known or prepared the primary caster gains a +2 bonus to Constitution saving throws made to maintain concentration on that spell.
If a character assisting in the casting is interrupted or unable to continue the ritual, then the spell permanently loses the benefit of the additional person (i.e. another minute is added back to the casting time and the primary caster loses that bonus to concentration checks).
Monitoring other creatures' health
A character with a Passive Wisdom (Medicine) of at least 10 can always tell when a creature that they can see has less than half its total hitpoints remaining. This is a condition referred to as bloodied.
If a character has a passive medicine of at least 16, they can tell when a creature has less than a quarter of its total hit points remaining. This is a condition referred to as ravaged.
Swimming in heavy armor
When wearing armor, you must exceed the minimum strength requirement for wearing the armor by 2 to be able to swim while that armor is donned. Otherwise, you sink while the armor is donned. If you have a swim speed granted by a feature, magic item, or spell effect you ignore this requirement.
For example, for plate armor a character must have a minimum strength score of 15 to wear it without disadvantage and a minimum strength score of 17 to be able to swim while wearing it.
Monologuing
Sometimes, lords of evil or even heroes can become distracted by their own delivery of morals and exposition to their enemies. If a character has been speaking for 1 minute or longer without interruption when initiative is rolled, that creature gains the surprised condition regardless of if the other creatures involved in combat were concealed or hidden from them.
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Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
For TWF I allow any one handed non light weapon if the other weapon is a 1d4 melee weapon. So you could use a longsword or rapier in one hand and a dagger, hatchet, club, light hammer, light mace, sickle or whip in the other hand.
The net damage doesn't really change but it allows for much more interesting combinations.
during a long rest the players can choose to tell a story either one of the character or well known (in or out of world) tale.After all the stories have been told each player votes on a tale (dm gets 2 votes can not vote on self) the winner gets inspiration.
As a reaction to taking damage a pc can reduce the damage by half and gain a single point of pain.Whilst you have pain you subtract your current total of pain points from any ability check,saving throw or attack roll and you can not concentrate on spells.You can use your action to reduce your pain level by wisdom mod.You can instead do this as a bonus action, though when you do so ,you take psychic damage equal the number of pain points removed times 1d10.Power word pain inflicts a point of pain at the beginning of the affected creatures turn and makes them vunerable to psychic damage for duration instead of the normal effects.Lesser restoration reduces the targets pain to 0.
These are the house rules I have in effect for my current campaign. We all voted on them and it has been working out pretty nicely. The wish roll thing is for fun, we've had some good moments with that one. Not for every style of campaign though.
i wanted to give a chance to that power crit thing, but i realised that... in many a case it become a Weaker Crit instead !
i was watching dice camera actions which used the idea of maxing weapon damage die.
my problem with that is that it becomes a weaker crit instead of a powerful crit.
its all fine if you count only weapon damage.
but real crits doubles all dice, including sneak attacks, including divine smites, including hex.
so what if your rogue crits his dagger... instead of doing 2d4+5 he does 1d4+9 and then he has to roll sneak attack as normal.
let's count that...
Level 3 rogue with 20 dex.
2d4(5)+5+4d6(14) = 24 average damage for a criting rogue of doubling all dice.
Power crit...
1d4(2)+9+2d6(7) = average of 18 damage for a criting rogue with just maxing the weapon damage.
now yeah it makes the lower end better, meaning less chances at getting double 1s on the dice. but in the end it makes much lower ends on the other side as well.
that's my problem with that optionnal ruling, it is that it counts only weapon damage and that is right, but... once you start checking other things as well, the whole thing goes down with players suddently doing much less damage on a crit. this was seen on the dice camera action stream often. where jared character couldn't knock out anybody even with a crit.
yeah that homebrew has been bugging me for a while.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
Maybe I’m wrong but I took the Power Crit to mean that you max the all the original dice (including things like sneak attack) and then roll all the dice again.
well probably depends on your table and your DM. but what isaw fromt he variant, and the way i always seen it in other games, it was only the weapon damage die that maxed.
my problem with it is that yif you max only the weapon damage die then that crit is not really ading anything. and if you start maxing all the basic dice, you get way too much of a crit.
EDIT: just saw on the net someone saing, they roll crit damage and then decide if they prefer their crit damage or the maximum a normal hit would do ! which i think solves my problem to begin with. i think i'll try that one.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
The power Crit that you quoted was.
It says to max the original damage. The goal is to do Max damage + Roll crit damage, so that you cannot do less than Max damage
So, if your base damage is 1d4+2d6+3 and you get a crit, you would do max 19 + rolling crit damage 1d4(2.5)+2d6(7) = average damage of 28.5.
does that mean you can actually max damage sneak attack or divine smite ?
to me thats a problem if you do, because then that means your crit will do a lot more damage and make the game much more swingy then it already is.
that's what i meant with this calculation...
the idea that only average damage is good to calculate, to me is whack by itself... what i want is to maximise the minimum damage and minimise the maximum damage in order to keep things balanced. otherwise the game is already swingy by some classes, giving them more damage is ridiculous to me.
let's take a paladin at level 13, let's see how swingy it can get by the power crit rule...
Paladin Crits: maul = 2d6(maxed, 12)+5, divine smite on it at level 4 because crits so let's decide to make it big. so 5d8(maxed, 40)
Now crit damage, maul 2d6(average 7), smite 5d8(average 22)
Total average : 86 Total Minimum : 69 Total Maximum : 109
heres without the power crit rule... you'll see that while you are right that the maximum doesn't change, the actual average does change and thats where the problem lies...
Paladin Crits: maul = 4d6(14)+5, divine smite on it at level 4 because crits so let's decide to make it big. so 10d8(45)
Total average : 64 Total Minimum : 19 Total Maximum : 109
the problem people have is with the minimum which can be as low as a simple 19 on a crit for a paladin who just threw tons of ressources on it. people don't want that... my problem is with the average telling us that on average, a player with maximum crit will do about 20 or so damage more then he normally would every times he crits. considering at that level a paladin might get advantage a lot, can actually make a crit build with some levels of fighters and barbarians. that player is looking at a major build able to remove even tiamats life in just a few swings... imagine him critting twice on tiamat and removing about 1/3rd of her life in just a single round. what i hate already is that the game is already always finished in a mere 3 rounds. and usually it doesn't even go more then 2. now we're looking at players dealing already a ton of damage and you want them to deal even more just so they can be satisfied ?
if the minimum is the biggest problem, i think the only real solution is to eliminate the minimum and just tell your players to ignore all 1s on their dice and makes them 2 or just reroll every 1s. this way the average doesn'T go up by that much but the minimum goes up by a lot. the game is already swingy as it is, i've seen it more then enough time to think that its awefully easy to defeat a big creature in just a single round. i don't want my players to have even more damage and finish it before it even reach the monster. thats also thinking that monsters will actually do more damage on players and kill them even faster too.
i think this method to me is much better, so i'll try that one instead.
the bell curve is already correct in itself, the more dice the less chances of hitting 1s you get. so the minimum is already very low chances.
the more dice the better the curve be. think i'll just tell my players to forget the 1s and count them as 2s instead.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
Padded Armor I remove the stupid and completely historical inaccurate "disadvantage" for stealth in Padded Armor
Mounts I make warhorses as expensive and rare as a Tesla Roadster
Coin weight I make coins weigh 20/ounce instead of, yet again, the historically inaccurate 3/ounce.
Exchange rate I remove Electrum and Platinum from the game entirely, add another "heavy" Silver coin to take the place of the Gold Piece and make Gold coins take the place of the missing Platinum Piece.
Diamonds Any place where Diamonds are mentioned I just say Precious Gems worth that amount. Diamonds being perceived expensive is a De Beers manipulation and 20th century, it spoils the immersion for me.
Equipment Damage If a character receives a Critical hit or goes to 0 HP they will, after the encounter is resolved, have their AC reduced by 1 until the damage is repaired. Those not wearing armor don't bother with this. Furthermore, after the encounter is resolved, a random piece of carried equipment will receive a portion of the triggering damage type as I adjudicate at the time and circumstance.
I haven't had the chance to try any of these in my games yet, but here are a few rule ideas I have been playing around with
Two-Weapon Fighting Variant (Parrying Dagger)
In addition to the normal rules on two-weapon fighting: If a character is wielding a weapon that requires only one hand (or has the versatile property) in their main hand, they can wield a dagger in their off hand as well, regardless of if the weapon in the main hand has the light property. For example, a character could wield a longsword and a dagger so long as they are wielding the longsword with only their main hand. Other rules surrounding two-weapon fighting apply as normal
This isn't really meant to fix or improve TWF, it was just something I think would be fun
Help Action Variant (Spotter)
You can aid a friendly creature in making an attack with a ranged weapon against a creature far enough away to be in the weapon’s long range. Helping in this way requires you to be holding or wearing a Spyglass or similar item which improves vision on far away objects. When you take this action you use the item to find the target and call out details to the friendly creature about its location. The aided creature gains advantage on the attack roll as a result, which cancels the disadvantage granted by making an attack at long range under normal circumstances. You cannot use the help action this way if the target is obscured from your vision
Mass Ritual Casting
When a character begins ritual casting a spell, other characters can choose to assist with conducting the ritual. In order to help with the ritual, the other characters must be capable of casting spells as rituals as well, but do not need to have the same spell prepared. The characters that want to assist with casting the spell must choose to do so immediately following the start of the ritual casting, with the character who started the ritual being treated as the primary caster. While assisted in this way for the duration of the ritual, that casting of the spell has the following changes applied to it:
If a character assisting in the casting is interrupted or unable to continue the ritual, then the spell permanently loses the benefit of the additional person (i.e. another minute is added back to the casting time and the primary caster loses that bonus to concentration checks).
Monitoring other creatures' health
A character with a Passive Wisdom (Medicine) of at least 10 can always tell when a creature that they can see has less than half its total hitpoints remaining. This is a condition referred to as bloodied.
If a character has a passive medicine of at least 16, they can tell when a creature has less than a quarter of its total hit points remaining. This is a condition referred to as ravaged.
Swimming in heavy armor
When wearing armor, you must exceed the minimum strength requirement for wearing the armor by 2 to be able to swim while that armor is donned. Otherwise, you sink while the armor is donned. If you have a swim speed granted by a feature, magic item, or spell effect you ignore this requirement.
For example, for plate armor a character must have a minimum strength score of 15 to wear it without disadvantage and a minimum strength score of 17 to be able to swim while wearing it.
Monologuing
Sometimes, lords of evil or even heroes can become distracted by their own delivery of morals and exposition to their enemies. If a character has been speaking for 1 minute or longer without interruption when initiative is rolled, that creature gains the surprised condition regardless of if the other creatures involved in combat were concealed or hidden from them.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
For TWF I allow any one handed non light weapon if the other weapon is a 1d4 melee weapon. So you could use a longsword or rapier in one hand and a dagger, hatchet, club, light hammer, light mace, sickle or whip in the other hand.
The net damage doesn't really change but it allows for much more interesting combinations.
noice house rules kaboom
one I use in every game is inspiring tales
during a long rest the players can choose to tell a story either one of the character or well known (in or out of world) tale.After all the stories have been told each player votes on a tale (dm gets 2 votes can not vote on self) the winner gets inspiration.
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
I recent house rule I made is pain
pain
As a reaction to taking damage a pc can reduce the damage by half and gain a single point of pain.Whilst you have pain you subtract your current total of pain points from any ability check,saving throw or attack roll and you can not concentrate on spells.You can use your action to reduce your pain level by wisdom mod.You can instead do this as a bonus action, though when you do so ,you take psychic damage equal the number of pain points removed times 1d10.Power word pain inflicts a point of pain at the beginning of the affected creatures turn and makes them vunerable to psychic damage for duration instead of the normal effects.Lesser restoration reduces the targets pain to 0.
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here