I'm actually currently DMing my group of friends through Lost Mines of Phandelver, and part of that was I let them have a feat at level 1 just for fun. It, uh... drastically skewed things. My ranger took Sharpshooter which, combined with the archery fighting style basically shifted all their damage up by about 10 and they've been an absolute death machine. The bard took Observant and the party hasn't been successfully ambushed by anything as a result. Although our wizard taking Warcaster hasn't been as big of a factor, but I think that's more up to the fact that this particular player has never played a caster of any type before. Surprisingly, our cleric taking Lucky hasn't really shifted things much either, despite Lucky having a reputation for being the most annoying feat for DM's to deal with. Although part of that is because the player herself has just been either exceptionally lucky... or just relies on the guaranteed hits from Magic Missile.
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!
Well I just max the original weapon damage. Paladins and Rogues just roll a crap ton of dice.
I'm actually currently DMing my group of friends through Lost Mines of Phandelver, and part of that was I let them have a feat at level 1 just for fun. It, uh... drastically skewed things. My ranger took Sharpshooter which, combined with the archery fighting style basically shifted all their damage up by about 10 and they've been an absolute death machine. The bard took Observant and the party hasn't been successfully ambushed by anything as a result. Although our wizard taking Warcaster hasn't been as big of a factor, but I think that's more up to the fact that this particular player has never played a caster of any type before. Surprisingly, our cleric taking Lucky hasn't really shifted things much either, despite Lucky having a reputation for being the most annoying feat for DM's to deal with. Although part of that is because the player herself has just been either exceptionally lucky... or just relies on the guaranteed hits from Magic Missile.
I find free racial or half feats works better at first level than just any feat.
When players end up having a character that is 60 years of age or older I tend to given them either extra tool proficiency or languages, based on their background. They may have just started to be an adventurer, but it is likely that they actually did SOMETHING before they became an adventurer. (It generally works best when expressed as a function of their backstory/background.)
Players use a modified standard array (17, 15, 13, 13, 11, 8)
This allows more feats during ASIs since it is +5 to abilities vs the standard array. And it is especially nice for making standard human more viable (18, 16, 14, 14, 12, 9).
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'm actually currently DMing my group of friends through Lost Mines of Phandelver, and part of that was I let them have a feat at level 1 just for fun. It, uh... drastically skewed things. My ranger took Sharpshooter which, combined with the archery fighting style basically shifted all their damage up by about 10 and they've been an absolute death machine. The bard took Observant and the party hasn't been successfully ambushed by anything as a result. Although our wizard taking Warcaster hasn't been as big of a factor, but I think that's more up to the fact that this particular player has never played a caster of any type before. Surprisingly, our cleric taking Lucky hasn't really shifted things much either, despite Lucky having a reputation for being the most annoying feat for DM's to deal with. Although part of that is because the player herself has just been either exceptionally lucky... or just relies on the guaranteed hits from Magic Missile.
I find free racial or half feats works better at first level than just any feat.
I really like the idea of free racial feat at level 0. I'd limit the half feats to only races that don't have a racial feat available to them.
Mercer's death saving rules.
Monty Martin from Dungeon Dudes gives for free either Prestidigitation, Druidcraft, or Thaumaturgy to classes that have access to whichever spell. Probably limit this to just full casters since half casters don't get spells at level 0-1
I keep a running list of potential Homebrew Rules, marking what I'd prefer personally as DM, and what we should discuss and adopt/reject collectively as a group:
I use a lot of house rules - like 8 pages worth - but they simply down to a single front-and-back paper. Some key items:
Nat 20 gives you advantage on one d20 roll you make in the next round (combat) or minute (noncombat). Nat 1 gives you disadvantage on your next d20 roll (same time frame). [Yes, you can game the Nat 1, maybe spending your action on a Save spell, or Helping an ally instead of attacking.] Initiative is a subset of this: the ADV/DisAD lasts the whole round.
Crit: You get max damage on the spell or weapon, but roll "bonus" damage (Sneak Attack, etc.). Then you pick a special effect (prone, push, disarm, daze, etc) *OR* rolling ALL your damage dice again. If you pick a "powerful" special effect (like Blind or Stun), then it generally takes your Bonus action and/or puts you a little in harm's way. Mages and Rogues tend to just take the doubled damage, but warriors like to knock things around...
Nat 1 on a spell save = max damage, no roll OR (non-dice spells) some kind of increased effect. Nat 20 on a spell save = Evasion or similiar reduced/eliminated effect.
Inspiration: Explain to the table why this action is Important (with a capital "I") to your character, based on traits, beliefs, flaws, whatever. Play it up, and get advantage on the action. The ball is entirely in the player's court, but I (GM) can disagree with the player, and then the BBEG gets an Inspiration point too...
Bunch of minor rule tweaks (we use flanking, but you can't flank if *you* are flanked; two blind guys are at normal chances to hit; falling is d10 not d6; blocked force move is d4 per 5' you can't move, etc.)
Potions: You get an "Adventurer's Belt" with 4 potion slots. [Other similar items exist.] Any potion stored here can be drunk as a Bonus action if you have a free hand, or a Move if not. Administering a potion to someone else is always a full Action. Any potion *not* in a belt slot is a Move and an Action.
Hidden HP: you can say "Bruised" (75% max hp), Bloodied, or Battered (25% max hp); the GM uses the same scale for most foes (some only give telltales at "Bloodied"). You never say "I'm only down 5" or "Help, I'm at 3 hp!".
Hidden Death Saves: I roll. Nat 20 has an obvious result. Anything else, you don't know until someone checks - not even the player. (Luck, if you have it, will negate a failed save.)
Slower Healing: Short Rest only allows 1 HD to be spent; you can spend 1 more through the use of a Healer's Kit. Long Rest doesn't heal HP, but gives half your maximum HD (which can go over maximum; you can spend the overage on healing). Only "Full Rest" in a safe civilized location (i.e. "back in town") heals you fully.
Several spell tweaks: identify is harder; cure wounds allows you to spend HD (1 per spell level), Counterspell has a free Arcana check trigger, Find Traps *either* finds everything in the AoE, exactly, or lasts an hour and gives the RAW effect; vicious mockery does double damage if you make the GM laugh; Remove Curse is not a cureall (you need to know more about the curse); upcasting Dispel Magic gives a +1 per spell level upcast; bladeward cantrip can be cast as a Bonus action, but only works on the first hit.
And lots of special materials & properties for armor and weapons, as well as lots of extra weapons from different cultures/kingdoms.
EDIT: Missed three important ones. 1) If you drop to 0, you gain a level of exhaustion. (A short rest will cure a level of exhaustion IF YOU HAVE ONLY ONE.) 2) HP is "roll it, but never less than half-rounded-up". So the sorcerer is getting "4,4,4,4,5, or 6". 3) Moving from a Threatened SQUARE triggers Opportunity Attacks (not RAW threatened "area"); however, you can spend your Move on a 1-square non-diagonal shift that doesn't trigger this UNLESS you move out of the area. [Basically 4e's 5 foot shift, but it doesn't get you away from a foe - you still need Disengage for that.]
Also, Training: takes 1 day per current level to train up to next level. Otherwise, pick one "thing" about next level - or half the HP gain - and get one use of it once per day until you train.
Also, lots of class specific tweaks, but they are Story for the campaign.
Instead of traps just being a dex save, all players within 10 ft of the trap must roll initiative, on their turn players can use one action, this action can involve anything from attempting to jump away 5ft with an Acrobatics check, attacking the trap or disabling it or basically anything the players can think of (that would require a check), these actions must be able to perform in a split second. at the end of the round, the trap activates and the damage of the trap is either nullified or reduced based on the player's actions. (a variant on this, the trap also rolls a flat d20 to determine its own initiative and will fully activate on its turn)
Instead of traps just being a dex save, all players within 10 ft of the trap must roll initiative, on their turn players can use one action, this action can involve anything from attempting to jump away 5ft with an Acrobatics check, attacking the trap or disabling it or basically anything the players can think of (that would require a check), these actions must be able to perform in a split second. at the end of the round, the trap activates and the damage of the trap is either nullified or reduced based on the player's actions. (a variant on this, the trap also rolls a flat d20 to determine its own initiative and will fully activate on its turn)
This is great! I might skip the initiative part since that bogs things down, just give the players the action and go around the table for speed of play, but yeah this is much better than a boring old dex check.
On rolling a critical success on an attack roll, you may choose to take the average damage roll for the attack, before doubling. The choice can be made after the damage roll is made. This is to prevent the disappointment of a 2 damage critical hit without allowing for excessively 'swingy' rolls at higher levels. This always results in more damage than a normal hit with max damage roll.
I don't use critical fumbles. They are excessively punishng for martial characters, especailly fighters and monks, who are pretty much guaranteed to critically fumble a lot more. They also make no sense, especially since the higher your level the more often you'd critically fail an attack. They're a bad idea, however much 'fun' they seem to be in your head. And no, the equally higher chances of crit successes in no way "makes up" for it. Plus the game is not balanced for crit fumbles either.
"Oh, look at that fighter! He must be super high level, he's dropped his sword twice, hit his allies three times, and stabbed himself four times! I hope I can one day get that good. I almost never fall on my ass!"
Potions as bonus action, pretty common.
Generous character creation, reroll if your total summed attributes come to less than 74. This is more for me, because then I don't feel tempted to go easy or fudge. It frontloads the 'fudge factor' if the dice go badly for the player and I don't have to have any pity later.
Sometimes i think I'm the only homebrewer who almost never touches the rules, mechanics, races, or classes in the game. I focus on settings, monsters, a few items, (but not the systems behind them) and the rare new spell. I have one homebrew race and zero homebrew classes or subclasses. I have 4 total house rules, including character creation.
But I have a huge setting with my own pantheon (mostly OC gods, but non-OC gods are heavily modified from source). To me, the rules are there to provide structure and get out of the way, not to be played with as part of the joy of the game. I get that some people love to tinker with systems and probabilities, but I don't care for statistical analysis and tables, or complex systems to simulate reality.
I just want to design guilds, histories, pantheons, nations, empires, legends, conspiracies, items, magical theory, hidden truths, hidden lies, demon lords, and quaint villages with horrifying secrets.
When I see people talking homebrew, though, they almost invariably talk about rules systems, not setting material. I'll see 100 subclasses for every guild of seers, or cult of fungus worshippers. I get that D&D is a game, not a novel, but to me, the rules are a structure you can learn then use on autopilot while you focus on the important stuff.
I keep a running list of potential Homebrew Rules, marking what I'd prefer personally as DM, and what we should discuss and adopt/reject collectively as a group:
I liked that you addressed tool proficiencies. I've been considering expanding the definition of a tool proficiency to include any specialized knowledge, like mathematics, astrology, botany, metaphysics, philosophy, linguistics, political theory, etc. Not every field of expertise has a physical 'tool' like Masonry or Brewing, but it should be perfectly valid to choose to be a philosopher, a student of language, or a political policy wonk. It fits the medieval vibe, too. Machiavelli was a political genius, for example, and it's not reasonable that he shouldn't have a proficiency bonus for doing what he does. (Persuasion isn't the same thing)
DnD 3.5 has 'Knowledge skills' etc which could be customized. The 'professional proficiency' instead of just 'tool proficiency' could address that by allowing you to apply your prof bonus. Raw intelligence isn't enough to represent a thorough training in mathematics, raw Charisma isn't enough to represent a political mastermind. You wouldn't expect even the most respected stage actor, for example, to be an expert in political policymaking and coalition building, even though both require charismatic skills.
I have a home rule where is a wild magic player uses a spell of 1/2 their max spell slot rounded down min 1 they roll 1d4. On a 1 they roll a wild magic surge and on a 4 they can pick a range of 20 to roll from with a d20. On a 2&3, it does nothing. This makes it more appealing as this means that the subclass(es) have more to play with.
Rollback Post to RevisionRollBack
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
One House rule I like to implement that doesn't fudge with the mechanics of the game is that at the end of each session I ask the players to discuss amongst themselves who they think should get inspiration for the next session. They must award based on active participation and roleplay, not the luck of dice rolls. This does a couple of things - encouraging them to sort of recap the session, rewarding and discussing good roleplay, and it give me insight into the things that mattered to the players during the session. It usually takes all of 2-5 minutes to do, and we use inspiration a lot more, which I used to be terrible at remembering to dole out. Now that we award one at least every session, I do find myself awarding inspiration more as well.
Mechanically though, I rule that Inspiration grants a re-roll instead of advantage.
I'm actually currently DMing my group of friends through Lost Mines of Phandelver, and part of that was I let them have a feat at level 1 just for fun. It, uh... drastically skewed things. My ranger took Sharpshooter which, combined with the archery fighting style basically shifted all their damage up by about 10 and they've been an absolute death machine. The bard took Observant and the party hasn't been successfully ambushed by anything as a result. Although our wizard taking Warcaster hasn't been as big of a factor, but I think that's more up to the fact that this particular player has never played a caster of any type before. Surprisingly, our cleric taking Lucky hasn't really shifted things much either, despite Lucky having a reputation for being the most annoying feat for DM's to deal with. Although part of that is because the player herself has just been either exceptionally lucky... or just relies on the guaranteed hits from Magic Missile.
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The players have a choice to do this at the beginning of the campaign
a saving throw crit means no damage instead of half but this also means if an enemy rolled a crit then they take no damage
also if a 1 is rolled on a save they take double damage
as if an attack roll was a 20 and this also carries over to enemies
Well I just max the original weapon damage. Paladins and Rogues just roll a crap ton of dice.
I find free racial or half feats works better at first level than just any feat.
When players end up having a character that is 60 years of age or older I tend to given them either extra tool proficiency or languages, based on their background. They may have just started to be an adventurer, but it is likely that they actually did SOMETHING before they became an adventurer. (It generally works best when expressed as a function of their backstory/background.)
Corpulent.
Superannuated.
Hyperquadragesimal
Hirsute.
Polyamorous.
Sapiosexual.
Liberterian.
Paterfamilias.
Technologist.
Theologian.
Aesthetician.
Eclecticist.
Poetaster.
Anonymuncule.
Witzelsucht.
Wisenheimer.
Franion.
Latitudinarian.
Voluble.
Jocose.
Seriocomical.
(...in no particular order)
Players use a modified standard array (17, 15, 13, 13, 11, 8)
This allows more feats during ASIs since it is +5 to abilities vs the standard array. And it is especially nice for making standard human more viable (18, 16, 14, 14, 12, 9).
Hey
I really like the idea of free racial feat at level 0. I'd limit the half feats to only races that don't have a racial feat available to them.
Mercer's death saving rules.
Monty Martin from Dungeon Dudes gives for free either Prestidigitation, Druidcraft, or Thaumaturgy to classes that have access to whichever spell. Probably limit this to just full casters since half casters don't get spells at level 0-1
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I keep a running list of potential Homebrew Rules, marking what I'd prefer personally as DM, and what we should discuss and adopt/reject collectively as a group:
https://docs.google.com/spreadsheets/d/1j41ynRcYS1cNaXlhbMu68lprtm7D8hD4N974yLdgFfM/edit
I use a lot of house rules - like 8 pages worth - but they simply down to a single front-and-back paper. Some key items:
Nat 20 gives you advantage on one d20 roll you make in the next round (combat) or minute (noncombat). Nat 1 gives you disadvantage on your next d20 roll (same time frame). [Yes, you can game the Nat 1, maybe spending your action on a Save spell, or Helping an ally instead of attacking.] Initiative is a subset of this: the ADV/DisAD lasts the whole round.
Crit: You get max damage on the spell or weapon, but roll "bonus" damage (Sneak Attack, etc.). Then you pick a special effect (prone, push, disarm, daze, etc) *OR* rolling ALL your damage dice again. If you pick a "powerful" special effect (like Blind or Stun), then it generally takes your Bonus action and/or puts you a little in harm's way. Mages and Rogues tend to just take the doubled damage, but warriors like to knock things around...
Nat 1 on a spell save = max damage, no roll OR (non-dice spells) some kind of increased effect. Nat 20 on a spell save = Evasion or similiar reduced/eliminated effect.
Inspiration: Explain to the table why this action is Important (with a capital "I") to your character, based on traits, beliefs, flaws, whatever. Play it up, and get advantage on the action. The ball is entirely in the player's court, but I (GM) can disagree with the player, and then the BBEG gets an Inspiration point too...
Bunch of minor rule tweaks (we use flanking, but you can't flank if *you* are flanked; two blind guys are at normal chances to hit; falling is d10 not d6; blocked force move is d4 per 5' you can't move, etc.)
Potions: You get an "Adventurer's Belt" with 4 potion slots. [Other similar items exist.] Any potion stored here can be drunk as a Bonus action if you have a free hand, or a Move if not. Administering a potion to someone else is always a full Action. Any potion *not* in a belt slot is a Move and an Action.
Hidden HP: you can say "Bruised" (75% max hp), Bloodied, or Battered (25% max hp); the GM uses the same scale for most foes (some only give telltales at "Bloodied"). You never say "I'm only down 5" or "Help, I'm at 3 hp!".
Hidden Death Saves: I roll. Nat 20 has an obvious result. Anything else, you don't know until someone checks - not even the player. (Luck, if you have it, will negate a failed save.)
Slower Healing: Short Rest only allows 1 HD to be spent; you can spend 1 more through the use of a Healer's Kit. Long Rest doesn't heal HP, but gives half your maximum HD (which can go over maximum; you can spend the overage on healing). Only "Full Rest" in a safe civilized location (i.e. "back in town") heals you fully.
Several spell tweaks: identify is harder; cure wounds allows you to spend HD (1 per spell level), Counterspell has a free Arcana check trigger, Find Traps *either* finds everything in the AoE, exactly, or lasts an hour and gives the RAW effect; vicious mockery does double damage if you make the GM laugh; Remove Curse is not a cureall (you need to know more about the curse); upcasting Dispel Magic gives a +1 per spell level upcast; bladeward cantrip can be cast as a Bonus action, but only works on the first hit.
And lots of special materials & properties for armor and weapons, as well as lots of extra weapons from different cultures/kingdoms.
EDIT: Missed three important ones. 1) If you drop to 0, you gain a level of exhaustion. (A short rest will cure a level of exhaustion IF YOU HAVE ONLY ONE.) 2) HP is "roll it, but never less than half-rounded-up". So the sorcerer is getting "4,4,4,4,5, or 6". 3) Moving from a Threatened SQUARE triggers Opportunity Attacks (not RAW threatened "area"); however, you can spend your Move on a 1-square non-diagonal shift that doesn't trigger this UNLESS you move out of the area. [Basically 4e's 5 foot shift, but it doesn't get you away from a foe - you still need Disengage for that.]
Also, Training: takes 1 day per current level to train up to next level. Otherwise, pick one "thing" about next level - or half the HP gain - and get one use of it once per day until you train.
Also, lots of class specific tweaks, but they are Story for the campaign.
Instead of traps just being a dex save, all players within 10 ft of the trap must roll initiative, on their turn players can use one action, this action can involve anything from attempting to jump away 5ft with an Acrobatics check, attacking the trap or disabling it or basically anything the players can think of (that would require a check), these actions must be able to perform in a split second. at the end of the round, the trap activates and the damage of the trap is either nullified or reduced based on the player's actions. (a variant on this, the trap also rolls a flat d20 to determine its own initiative and will fully activate on its turn)
This is great! I might skip the initiative part since that bogs things down, just give the players the action and go around the table for speed of play, but yeah this is much better than a boring old dex check.
On rolling a critical success on an attack roll, you may choose to take the average damage roll for the attack, before doubling. The choice can be made after the damage roll is made. This is to prevent the disappointment of a 2 damage critical hit without allowing for excessively 'swingy' rolls at higher levels. This always results in more damage than a normal hit with max damage roll.
I don't use critical fumbles. They are excessively punishng for martial characters, especailly fighters and monks, who are pretty much guaranteed to critically fumble a lot more. They also make no sense, especially since the higher your level the more often you'd critically fail an attack. They're a bad idea, however much 'fun' they seem to be in your head. And no, the equally higher chances of crit successes in no way "makes up" for it. Plus the game is not balanced for crit fumbles either.
Potions as bonus action, pretty common.
Generous character creation, reroll if your total summed attributes come to less than 74. This is more for me, because then I don't feel tempted to go easy or fudge. It frontloads the 'fudge factor' if the dice go badly for the player and I don't have to have any pity later.
Sometimes i think I'm the only homebrewer who almost never touches the rules, mechanics, races, or classes in the game. I focus on settings, monsters, a few items, (but not the systems behind them) and the rare new spell. I have one homebrew race and zero homebrew classes or subclasses. I have 4 total house rules, including character creation.
But I have a huge setting with my own pantheon (mostly OC gods, but non-OC gods are heavily modified from source). To me, the rules are there to provide structure and get out of the way, not to be played with as part of the joy of the game. I get that some people love to tinker with systems and probabilities, but I don't care for statistical analysis and tables, or complex systems to simulate reality.
I just want to design guilds, histories, pantheons, nations, empires, legends, conspiracies, items, magical theory, hidden truths, hidden lies, demon lords, and quaint villages with horrifying secrets.
When I see people talking homebrew, though, they almost invariably talk about rules systems, not setting material. I'll see 100 subclasses for every guild of seers, or cult of fungus worshippers. I get that D&D is a game, not a novel, but to me, the rules are a structure you can learn then use on autopilot while you focus on the important stuff.
This is cool stuff. Very organized and clear.
I liked that you addressed tool proficiencies. I've been considering expanding the definition of a tool proficiency to include any specialized knowledge, like mathematics, astrology, botany, metaphysics, philosophy, linguistics, political theory, etc. Not every field of expertise has a physical 'tool' like Masonry or Brewing, but it should be perfectly valid to choose to be a philosopher, a student of language, or a political policy wonk. It fits the medieval vibe, too. Machiavelli was a political genius, for example, and it's not reasonable that he shouldn't have a proficiency bonus for doing what he does. (Persuasion isn't the same thing)
DnD 3.5 has 'Knowledge skills' etc which could be customized. The 'professional proficiency' instead of just 'tool proficiency' could address that by allowing you to apply your prof bonus. Raw intelligence isn't enough to represent a thorough training in mathematics, raw Charisma isn't enough to represent a political mastermind. You wouldn't expect even the most respected stage actor, for example, to be an expert in political policymaking and coalition building, even though both require charismatic skills.
I have a home rule where is a wild magic player uses a spell of 1/2 their max spell slot rounded down min 1 they roll 1d4. On a 1 they roll a wild magic surge and on a 4 they can pick a range of 20 to roll from with a d20. On a 2&3, it does nothing. This makes it more appealing as this means that the subclass(es) have more to play with.
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
For those confused:
1st level spell slots only:1
2nd 1
3rd 1
4 2
5 2
6 3
7 3
8 4
9 4
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
One House rule I like to implement that doesn't fudge with the mechanics of the game is that at the end of each session I ask the players to discuss amongst themselves who they think should get inspiration for the next session. They must award based on active participation and roleplay, not the luck of dice rolls. This does a couple of things - encouraging them to sort of recap the session, rewarding and discussing good roleplay, and it give me insight into the things that mattered to the players during the session. It usually takes all of 2-5 minutes to do, and we use inspiration a lot more, which I used to be terrible at remembering to dole out. Now that we award one at least every session, I do find myself awarding inspiration more as well.
Mechanically though, I rule that Inspiration grants a re-roll instead of advantage.
I'm definitely gonna use this, but if someone has the "lucky" feat does that affect this at all?