I saw the funny/goofy homebrew rules and decided to make a more serious counterpart to the thread. What are some of your favorite Homebrew rules that you think greatly enhances gameplay?
Personally, I've used (to great effect) the Chris Perkins' crit rule. Basically, on a crit, you automatically max the original damage dice. This helps make crits feel more impactful and honestly, epic.
I also use another homebrew rule where if anyone rolls a 20/1 on initiative, they get advantage/disadvantage on their first action. I think this helps alleviate a lot of the complaining of when players are like "awww I wasted a 20..." and logically sometimes it makes sense that when someone's ready for a fight (and roll a 20) they're REALLY on top of their game and ready to go, and alternatively a lot of times people can be completely off-guard (ie rolling a 1) and therefore be at a disadvantage until they get their head into the game.
A more story related one that I implemented, that instead of an arcane focus being something like an orb or a wand or whatever, I made it something that's extremely important or symbolic to the caster in question. Obviously, I would veto something as asinine as like, a single grain of rice or something impossible for an enemy to find but something that has meaning so that the player has to think more about their character.
1. When a player is rolling death saving throws, they do so behind my DM screen so only they and I know the result and hopefully they can keep a poker face, that way it becomes a lot more worrying for the rest of the party when they're unsure if they should save their friend or if they have enough time to finish off the big bad. It keeps them on their toes in dangerous situations.
2. When rolling extra HP during level up, they have the option to roll the dice or pick the suggested number (5 for a d8), after their first roll they can pick to use the suggested again or roll once more, if they roll twice they stick with the second roll.
3. Drinking a potion counts as a bonus action so combat plans aren't completely interrupted.
1. When a player is rolling death saving throws, they do so behind my DM screen so only they and I know the result and hopefully they can keep a poker face, that way it becomes a lot more worrying for the rest of the party when they're unsure if they should save their friend or if they have enough time to finish off the big bad. It keeps them on their toes in dangerous situations.
2. When rolling extra HP during level up, they have the option to roll the dice or pick the suggested number (5 for a d8), after their first roll they can pick to use the suggested again or roll once more, if they roll twice they stick with the second roll.
3. Drinking a potion counts as a bonus action so combat plans aren't completely interrupted.
I like that idea for the Death saves.
For level up HP, my players can roll the die, and then if it's less than the avg, I let them take the avg of their hit die. No second roll.
Using a consumable for themselves is a bonus action, handing it off is a bonus action, but feeding the consumable to another character is an action.
I use Matthew Mercer's resurrection rules in place of just going with the spell effects.
Critical successes are max damage plus another damage roll. Critical failures result in consequences pulled from the Pathfinder Critical Fumble Deck (not all of them apply, but it's a fun way to add some variety to misses) or in a pinch provokes an attack of opportunity.
You can crit on ability checks.
Like others, when rolling for HP upon levelling, you can choose to take the average roll if you roll less than average.
Most combat is described by the DM, but if you kill a creature you have to describe the way in which you kill it. (You can of course describe your other combat actions, but most of my players aren't there yet.)
This isn't really a homebrew rule, but a lot of DMs make their players roll ability checks for every little thing, and that drives me crazy. I only have my players roll for things that they have a realistic chance at failing at, and I allow them to "take 20" and assume that if they keep trying something that they are still eventually able to succeed at, they will eventually get it. It just takes a long time.
That's all I can think of off the top of my head. I like that idea about initiative crits and might have to borrow that.
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DM: The Cult of the Crystal Spider (Currently playing Storm King's Thunder) Player: The Knuckles of Arth - Lemire (Tiefling Rogue 5/Fighter 1)
1. When a player is rolling death saving throws, they do so behind my DM screen so only they and I know the result and hopefully they can keep a poker face, that way it becomes a lot more worrying for the rest of the party when they're unsure if they should save their friend or if they have enough time to finish off the big bad. It keeps them on their toes in dangerous situations.
2. When rolling extra HP during level up, they have the option to roll the dice or pick the suggested number (5 for a d8), after their first roll they can pick to use the suggested again or roll once more, if they roll twice they stick with the second roll.
3. Drinking a potion counts as a bonus action so combat plans aren't completely interrupted.
I have always done drinking a potion is apart of movement.
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Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
One of my groups has ten people in it. As a result, we keep it two to each type of check. This keeps things moving. If it's a really obvious thing that people would be checking individually, they're allowed to do it, but only two or three people can try to pick a lock before a pick gets jammed in mechanism.
In my small group, it's that enchanted items don't have an attunement time. Similarly, there are no costs for travel or rations unless otherwise stated.
Also, I have started to keep a passive skill score chart for my party. That way, I don't always have to ask for a roll if their passive will beat the DC. Figure out passive scores like Passive Perception.
I like the nat1/20 for initiative adv/dis concept. Might use this if the players go for it.
My favorite as of recently that have had one of the largest impacts is using the Action point system [Hero Points by DMG] but modified it to use 2 points for replacing Death fails as success and one for a d6 on a check or save. This has really helped with keeping the squishy ones alive even at higher levels while using them during stressful time has made the players really think on how important in game decisions are.
I like to borrow the Arcana mechanic from 7th Sea (and I suppose FATE, though I haven't played it) as an alternative way to deal with Inspiration. I usually have too much on my mind and often forget to hand out Inspiration to those that deserve it. A character's hubris (or emotional challenge) gives them a unique way to earn Inspiration written onto their character sheet. Their virtue (a key element of their character that makes them a hero) is a unique way to spend it instead of simply getting advantage on a roll. The end result is a mechanic that really helps keep players in character even when I limit triggering the hubris to once per session.
Example:
Virtue: Intuitive - Use Inspiration to ask the DM one yes or no question about an NPC. The DM must answer honestly and generously.
Hubris: Manipulative - Gain Inspiration when you try to get someone else to do your dirty work for you, and it backfires.
(The key here is that the player gains Inspiration for the failure, rewarding him for the attempt either way.)
Also, I have started to keep a passive skill score chart for my party. That way, I don't always have to ask for a roll if their passive will beat the DC. Figure out passive scores like Passive Perception.
This has helped save so much time at my table. On my DM screen, I basically maintain a PC tracker where I track their stats and passive perception, ac and hp. Helps the flow of combat along.
I've been using Luck forever (since my first Pathfinder game even!) and virtually everything since (my GM style can best be described as "Grand Theft Auto").
This is the latest iteration:
A character’s Luck ability score is equal to 10 + level.
Luck checks are d20 + ability score modifier and their results vary, but are always at the GM’s discretion. PCs should be wary of relying too much on good fortune—PCs receive a number of “chance” points they can use to request Luck checks (a number of times per week equal to their Luck modifier). Each time Luck is used this way it is temporarily reduced by 1 and does not recover until the next week (for Luck).
Difficulty
Luck DC
Luck Example
Likely
10
There’s a discarded simple weapon buried in the dirt of the cage you’ve been thrown in!
Unlikely
14
A merchant has the common item you are looking for.
Rare
18
The shelter elevator carrying a band of feral savages down to you malfunctions, slowing their descent!
Unbelievable
22
A merchant has the uncommon item you are looking for.
Ridiculous
26
The nuclear material at the undetonated warhead’s core is still perfectly sealed without any leaks!
Check out free PDFs for my designs (cyberpunk superheroic D&D 5E, eastern fantasy noir steampunk D&D 5E, and post-apocalyptic D&D 5E!) at https://mikemyler.com/ !
I used Chris Perkins' crit rule for a while and didn't find it that great. If you got a bunch of people with high damage dies ( 2h, big spells etc.) it is to much while for lower spells it is just right.
I do use the homebrew rule that when rolling for HP you can reroll a 1 so it doesn't feel that terrible ( or you can pick average). I also made healing touch a cantrip for a priest in the current party with limited use and it is working surprisingly well. It frees up some spell slots so she can also buff and dish out damage. For Wild Magic sorc I use the rule that Wild Magic surges happen when using Tide of Chaos, the first time you cast a spell that is not a cantrip after recharging Tide of Chaos, on 1 and on a 20. With the 20 restoring sorc points. This way the whole procs often enough to actually be meaningful.
For perception I let the people that beat the DC passively notice something regardless and see more detail if they beat it. E.g. notice the shadow running away vs noticing the shape, size and some details about it.
Passing through enemies I also use the optional roll and shove rules from the DMG.
I am totally gonna use the indicative rule from now on!
Mine is a very complex system of determining the rarity and power of magic items. No longer do you get Adamantine Armor, you get Maric's Plate (+1 Adamantine Full Plate of Protection from Evil and holiness). This works superbly. It also works well with immersion. I mean, its much more story-like to have the One Ring (Corrupting Evil Unholy Ring of Blight and Invisibility) rather than a simple Ring of Invisibility or Gandalf's Staff (Good Arcane Focused Quarterstaff of Light) rather than a Staff of the Archmagi.
Love the idea about giving advantage/disadvantage on initiative. Might have to use it.
We have decks of pathfinder cards for natural 20/1. So if you utterly fail on an attack, your weapon might go spinning across the room or your spell might come back at you. If you crit, you could double damage, also do damage to the next guy, that kind of thing. It's been fun and put a nice little spice into the game.
I've been using Luck forever (since my first Pathfinder game even!) and virtually everything since (my GM style can best be described as "Grand Theft Auto").
This is the latest iteration:
A character’s Luck ability score is equal to 10 + level.
Luck checks are d20 + ability score modifier and their results vary, but are always at the GM’s discretion. PCs should be wary of relying too much on good fortune—PCs receive a number of “chance” points they can use to request Luck checks (a number of times per week equal to their Luck modifier). Each time Luck is used this way it is temporarily reduced by 1 and does not recover until the next week (for Luck).
Difficulty
Luck DC
Luck Example
Likely
10
There’s a discarded simple weapon buried in the dirt of the cage you’ve been thrown in!
Unlikely
14
A merchant has the common item you are looking for.
Rare
18
The shelter elevator carrying a band of feral savages down to you malfunctions, slowing their descent!
Unbelievable
22
A merchant has the uncommon item you are looking for.
Ridiculous
26
The nuclear material at the undetonated warhead’s core is still perfectly sealed without any leaks!
Impossible
30
A merchant has the rare item you are looking for.
So I have heard of luck and the possible use of it but what would the mechanical nature of using it in an environment such as 5e. Would this be an additional check to see if you get lucky after a failed check just to add to the check when no others would be able to be made? Just wondering for technical and DM calls on the use of this ability.
So I have heard of luck and the possible use of it but what would the mechanical nature of using it in an environment such as 5e. Would this be an additional check to see if you get lucky after a failed check just to add to the check when no others would be able to be made? Just wondering for technical and DM calls on the use of this ability.
It's a wonderful mechanic to have around! The rules I listed here are the 5E version (although the PF version that came before it is almost identical) -- unlike a normal ability score there's no 20 cap (and it is not generated, it's static). I use it two ways:
To give PCs limited meta-control of the world (using those chance points) which can be both empowering and healthy for the narrative.
When I'm the GM I frequently leave innocuous but potentially vital things over to fate and ask for a Luck check ("Is there a trash bin in the alleyway that I can hide behind?" 'Roll a Luck check.' "13" 'Yes'), which doesn't use up any chance points. I'd say I ask for probably one of those per hour of play.
One of the uses people frequently fall back on for chance points is to fashion some justification for re-attempting a check which is fine (I usually set the DC for that to 10 or 12 unless they messed up very badly the first time). I'm a bigger fan of when they come up with something really wild to enhance gameplay (rather than just push it forward) and make the check -- rooting around in monster guts became real popular after someone ran into a couple extra potions tucked inside an otyugh's liver. :D
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Check out free PDFs for my designs (cyberpunk superheroic D&D 5E, eastern fantasy noir steampunk D&D 5E, and post-apocalyptic D&D 5E!) at https://mikemyler.com/ !
I use Mercer's Ressurection too, that lv up hit die rule though is very kind of you as it doesn't allow for characters with below average hit points (talking about post #3)
If I run a high magic campaign or a campaign with only two or three PCs, I am thinking about making the maximum number of magic items to which a character can be attuned at one time equal to the proficiency bonus of the character, with legendary items using two attunement slots instead of just one slot.
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I saw the funny/goofy homebrew rules and decided to make a more serious counterpart to the thread. What are some of your favorite Homebrew rules that you think greatly enhances gameplay?
Personally, I've used (to great effect) the Chris Perkins' crit rule. Basically, on a crit, you automatically max the original damage dice. This helps make crits feel more impactful and honestly, epic.
I also use another homebrew rule where if anyone rolls a 20/1 on initiative, they get advantage/disadvantage on their first action. I think this helps alleviate a lot of the complaining of when players are like "awww I wasted a 20..." and logically sometimes it makes sense that when someone's ready for a fight (and roll a 20) they're REALLY on top of their game and ready to go, and alternatively a lot of times people can be completely off-guard (ie rolling a 1) and therefore be at a disadvantage until they get their head into the game.
A more story related one that I implemented, that instead of an arcane focus being something like an orb or a wand or whatever, I made it something that's extremely important or symbolic to the caster in question. Obviously, I would veto something as asinine as like, a single grain of rice or something impossible for an enemy to find but something that has meaning so that the player has to think more about their character.
Well, how about you guys?
I have three I'm fairly happy with;
1. When a player is rolling death saving throws, they do so behind my DM screen so only they and I know the result and hopefully they can keep a poker face, that way it becomes a lot more worrying for the rest of the party when they're unsure if they should save their friend or if they have enough time to finish off the big bad. It keeps them on their toes in dangerous situations.
2. When rolling extra HP during level up, they have the option to roll the dice or pick the suggested number (5 for a d8), after their first roll they can pick to use the suggested again or roll once more, if they roll twice they stick with the second roll.
3. Drinking a potion counts as a bonus action so combat plans aren't completely interrupted.
"Roll for kink."
My homebrews - Naturalcrit
Critical successes are max damage plus another damage roll. Critical failures result in consequences pulled from the Pathfinder Critical Fumble Deck (not all of them apply, but it's a fun way to add some variety to misses) or in a pinch provokes an attack of opportunity.
You can crit on ability checks.
Like others, when rolling for HP upon levelling, you can choose to take the average roll if you roll less than average.
Most combat is described by the DM, but if you kill a creature you have to describe the way in which you kill it. (You can of course describe your other combat actions, but most of my players aren't there yet.)
This isn't really a homebrew rule, but a lot of DMs make their players roll ability checks for every little thing, and that drives me crazy. I only have my players roll for things that they have a realistic chance at failing at, and I allow them to "take 20" and assume that if they keep trying something that they are still eventually able to succeed at, they will eventually get it. It just takes a long time.
That's all I can think of off the top of my head. I like that idea about initiative crits and might have to borrow that.
DM: The Cult of the Crystal Spider (Currently playing Storm King's Thunder)
Player: The Knuckles of Arth - Lemire (Tiefling Rogue 5/Fighter 1)
Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
One of my groups has ten people in it. As a result, we keep it two to each type of check. This keeps things moving. If it's a really obvious thing that people would be checking individually, they're allowed to do it, but only two or three people can try to pick a lock before a pick gets jammed in mechanism.
In my small group, it's that enchanted items don't have an attunement time. Similarly, there are no costs for travel or rations unless otherwise stated.
Also, I have started to keep a passive skill score chart for my party. That way, I don't always have to ask for a roll if their passive will beat the DC. Figure out passive scores like Passive Perception.
I like the nat1/20 for initiative adv/dis concept. Might use this if the players go for it.
My favorite as of recently that have had one of the largest impacts is using the Action point system [Hero Points by DMG] but modified it to use 2 points for replacing Death fails as success and one for a d6 on a check or save. This has really helped with keeping the squishy ones alive even at higher levels while using them during stressful time has made the players really think on how important in game decisions are.
I like to borrow the Arcana mechanic from 7th Sea (and I suppose FATE, though I haven't played it) as an alternative way to deal with Inspiration. I usually have too much on my mind and often forget to hand out Inspiration to those that deserve it. A character's hubris (or emotional challenge) gives them a unique way to earn Inspiration written onto their character sheet. Their virtue (a key element of their character that makes them a hero) is a unique way to spend it instead of simply getting advantage on a roll. The end result is a mechanic that really helps keep players in character even when I limit triggering the hubris to once per session.
Example:
Virtue: Intuitive - Use Inspiration to ask the DM one yes or no question about an NPC. The DM must answer honestly and generously.
Hubris: Manipulative - Gain Inspiration when you try to get someone else to do your dirty work for you, and it backfires.
(The key here is that the player gains Inspiration for the failure, rewarding him for the attempt either way.)
I've been using Luck forever (since my first Pathfinder game even!) and virtually everything since (my GM style can best be described as "Grand Theft Auto").
This is the latest iteration:
A character’s Luck ability score is equal to 10 + level.
Luck checks are d20 + ability score modifier and their results vary, but are always at the GM’s discretion. PCs should be wary of relying too much on good fortune—PCs receive a number of “chance” points they can use to request Luck checks (a number of times per week equal to their Luck modifier). Each time Luck is used this way it is temporarily reduced by 1 and does not recover until the next week (for Luck).
Difficulty
Luck DC
Luck Example
Likely
10
There’s a discarded simple weapon buried in the dirt of the cage you’ve been thrown in!
Unlikely
14
A merchant has the common item you are looking for.
Rare
18
The shelter elevator carrying a band of feral savages down to you malfunctions, slowing their descent!
Unbelievable
22
A merchant has the uncommon item you are looking for.
Ridiculous
26
The nuclear material at the undetonated warhead’s core is still perfectly sealed without any leaks!
Impossible
30
A merchant has the rare item you are looking for.
Check out free PDFs for my designs (cyberpunk superheroic D&D 5E, eastern fantasy noir steampunk D&D 5E, and post-apocalyptic D&D 5E!) at https://mikemyler.com/ !
I used Chris Perkins' crit rule for a while and didn't find it that great. If you got a bunch of people with high damage dies ( 2h, big spells etc.) it is to much while for lower spells it is just right.
I do use the homebrew rule that when rolling for HP you can reroll a 1 so it doesn't feel that terrible ( or you can pick average). I also made healing touch a cantrip for a priest in the current party with limited use and it is working surprisingly well. It frees up some spell slots so she can also buff and dish out damage. For Wild Magic sorc I use the rule that Wild Magic surges happen when using Tide of Chaos, the first time you cast a spell that is not a cantrip after recharging Tide of Chaos, on 1 and on a 20. With the 20 restoring sorc points. This way the whole procs often enough to actually be meaningful.
For perception I let the people that beat the DC passively notice something regardless and see more detail if they beat it. E.g. notice the shadow running away vs noticing the shape, size and some details about it.
Passing through enemies I also use the optional roll and shove rules from the DMG.
I am totally gonna use the indicative rule from now on!
Mine is a very complex system of determining the rarity and power of magic items. No longer do you get Adamantine Armor, you get Maric's Plate (+1 Adamantine Full Plate of Protection from Evil and holiness). This works superbly. It also works well with immersion. I mean, its much more story-like to have the One Ring (Corrupting Evil Unholy Ring of Blight and Invisibility) rather than a simple Ring of Invisibility or Gandalf's Staff (Good Arcane Focused Quarterstaff of Light) rather than a Staff of the Archmagi.
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff
This may not be a big deal but....
When players in my campaign acquire enough xp to level up; I require them to take a long rest before they go ip a level.
This causes problems for them if they are in a hostile environment that does not allow them ininterrupted rest, study and meditation.
Love the idea about giving advantage/disadvantage on initiative. Might have to use it.
We have decks of pathfinder cards for natural 20/1. So if you utterly fail on an attack, your weapon might go spinning across the room or your spell might come back at you. If you crit, you could double damage, also do damage to the next guy, that kind of thing. It's been fun and put a nice little spice into the game.
One of the uses people frequently fall back on for chance points is to fashion some justification for re-attempting a check which is fine (I usually set the DC for that to 10 or 12 unless they messed up very badly the first time). I'm a bigger fan of when they come up with something really wild to enhance gameplay (rather than just push it forward) and make the check -- rooting around in monster guts became real popular after someone ran into a couple extra potions tucked inside an otyugh's liver. :D
Check out free PDFs for my designs (cyberpunk superheroic D&D 5E, eastern fantasy noir steampunk D&D 5E, and post-apocalyptic D&D 5E!) at https://mikemyler.com/ !
I use Mercer's Ressurection too, that lv up hit die rule though is very kind of you as it doesn't allow for characters with below average hit points (talking about post #3)
Similarly, I implement the alternate rules in the DMG requiring downtime and a training fee (both dependent on level) to actually level up.
If I run a high magic campaign or a campaign with only two or three PCs, I am thinking about making the maximum number of magic items to which a character can be attuned at one time equal to the proficiency bonus of the character, with legendary items using two attunement slots instead of just one slot.