just wanted to throw some simple homerules in the ring, that I use in my campaign.
1 Initiative: To ease up the initiatve-order, I allow to add inspiration to the initiative while in battle. This allows to boost up your turn order, to go first, or be able to kill a bad guy next turn, before he can strike…
2 Inspiration: The recap at the behinn of every session is done by a player. If he recaps well enough, I give him an inspiration d8, or an advantage d20...
3 Crititcal: Players choose to throw a second dmage die, or double their first throw. This allows for rolling a 1 and then decide to throw another instead of doubling a 1.
Cool - a couple of quick questions, if you're ok with that?
On the initiative one, does that mean you are you allowing a player to use their inspiration to re-roll their initiative (with advantage?) for the rest of the fight or just a temporary initiative for the following round? I'd not thought about it, but that's fairly cool. It seems from what you said that you also homebrew that initiative rolls are made every round?
I homebrew rule that more dice are always fun for criticals, so let the players roll more, rather than pick double, so pretty similar there. :)
Ilet the players use the inspiration only for one round, they can call ther inspiration at the beginning of the round. After that round they roll back to their original point in the initiative-order. So if they are at ini 10, they can get to 18 in one round only, to strike one last time, before my flaming skull (at ini 16) casts its second fireball…
I think it‘s a cool way to make the fight a little more interesting, they players can try to take out an enemy before their next attack or something like that…
To roll initiative for every round was like it worked in AD&D 2nd, my first ten D&D years were like that, it‘s a little too much dice-rolling I think. I like it, to fresh up the. initiative with the inspiration die, but that‘s it...
I also thought about some other ways for changing the initiative on the fly… Like subtracting something after a critical failure, but that‘s not quite play-ready...
I homebrew rule that more dice are always fun for criticals, so let the players roll more, rather than pick double, so pretty similar there. :)
Actually, rolling double dice on crits is the official rule in 5e.
That is very true. I think the "double the result of the dice" version is a refuse from earlier editions that we still take for good (and maybe an alternative proposed somewhere in the DMG?)
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
That is very true. I think the "double the result of the dice" version is a refuse from earlier editions that we still take for good (and maybe an alternative proposed somewhere in the DMG?)
I don't recall there being an alternative proposed in the 5th edition rules, other than the alternative of using the average rather than rolling for normal hits, then adding a roll of the dice to that value for a critical.
And the "double the result on the dice" thing is interesting, to me, with how many people use that even though it hasn't been the way the game book actually says to handle the multiplication of damage since 2nd edition (when critical hits were still just an optional rule, not a built-in portion of the game). I've seen tons of people that started with 3rd edition, where the book said "A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together." believe that rolling once and multiplying was the official rules as written.
That is very true. I think the "double the result of the dice" version is a refuse from earlier editions that we still take for good (and maybe an alternative proposed somewhere in the DMG?)
I don't recall there being an alternative proposed in the 5th edition rules, other than the alternative of using the average rather than rolling for normal hits, then adding a roll of the dice to that value for a critical.
And the "double the result on the dice" thing is interesting, to me, with how many people use that even though it hasn't been the way the game book actually says to handle the multiplication of damage since 2nd edition (when critical hits were still just an optional rule, not a built-in portion of the game). I've seen tons of people that started with 3rd edition, where the book said "A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together." believe that rolling once and multiplying was the official rules as written.
It might be "forced" belief due to the multiplying calculation being used as official rule in Critical Role. Lots of people got to know 5th edition through that, so that's one possible explanation for people new to the hobby. I myself have always multiplied since 3rd edition (switched to roll multiple with 5ed), and for the love of me I can't remember what the RAW is XD
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I LOVE the idea of initiative slots in the Star Wars rpg. Everyone rolls initiative: let's say it's PC PC Monster PC PC Monster
It stays that order for the encounter. Players choose amongst themselves which slot they would like to act in, at the start of EACH ROUND! great for teamwork strategy and tactics!
Hi there,
just wanted to throw some simple homerules in the ring, that I use in my campaign.
1 Initiative: To ease up the initiatve-order, I allow to add inspiration to the initiative while in battle. This allows to boost up your turn order, to go first, or be able to kill a bad guy next turn, before he can strike…
2 Inspiration: The recap at the behinn of every session is done by a player. If he recaps well enough, I give him an inspiration d8, or an advantage d20...
3 Crititcal: Players choose to throw a second dmage die, or double their first throw. This allows for rolling a 1 and then decide to throw another instead of doubling a 1.
Cool - a couple of quick questions, if you're ok with that?
On the initiative one, does that mean you are you allowing a player to use their inspiration to re-roll their initiative (with advantage?) for the rest of the fight or just a temporary initiative for the following round? I'd not thought about it, but that's fairly cool. It seems from what you said that you also homebrew that initiative rolls are made every round?
I homebrew rule that more dice are always fun for criticals, so let the players roll more, rather than pick double, so pretty similar there. :)
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Actually I let them roll only once.
Ilet the players use the inspiration only for one round, they can call ther inspiration at the beginning of the round. After that round they roll back to their original point in the initiative-order. So if they are at ini 10, they can get to 18 in one round only, to strike one last time, before my flaming skull (at ini 16) casts its second fireball…
I think it‘s a cool way to make the fight a little more interesting, they players can try to take out an enemy before their next attack or something like that…
To roll initiative for every round was like it worked in AD&D 2nd, my first ten D&D years were like that, it‘s a little too much dice-rolling I think. I like it, to fresh up the. initiative with the inspiration die, but that‘s it...
I also thought about some other ways for changing the initiative on the fly… Like subtracting something after a critical failure, but that‘s not quite play-ready...
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Lots of people got to know 5th edition through that, so that's one possible explanation for people new to the hobby.
I myself have always multiplied since 3rd edition (switched to roll multiple with 5ed), and for the love of me I can't remember what the RAW is XD
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I LOVE the idea of initiative slots in the Star Wars rpg. Everyone rolls initiative: let's say it's
PC
PC
Monster
PC
PC
Monster
It stays that order for the encounter. Players choose amongst themselves which slot they would like to act in, at the start of EACH ROUND! great for teamwork strategy and tactics!