So what do you think about these house rules in: Does it add more fun to the game, does it increase rollplaying opportunities, and is it balanced?
Stacking Inspiration: Allows players to use inspiration more freely or gift it to another more freely. Allows DMs to gift more freely or gift additional inspiration for amazing roll playing. Also allows more DM and player interaction to make the game about everyone in on the adventure, even more so with the DM now.
Stacking Advantages and Disadvantages: Allow for more impactful plays (If using inspiration stacking, then this could be a pop off moment.). Additional rollplaying moments of awesomeness with greater chances for 20s, but also humbleness with 1s.
Healing a creature at 0 HP causes 1 level of exhaustion: This would give healers more reason to heal before someone drops to 0. It also makes since that someone that almost died would have some issues afterwards, like being exhausted. (Maybe allowing short rest to remove exhaustion or long rest to remove all exhaustion).
Determine Ability Scores: 15 for a guaranteed good stat and 8 for a flaw. (Provides a roll playing and balance while also playing to standard array.) Then roll 4d6, keeping the best 3 results and totaling them. Repeat this once again. (Playing to rolling for ability score style.). Then use 25 points to separate into two amounts as desired. 18 max. (Similar to point system except this is an equal point for point value.). Finally, if you don't have a 3, you can reduce your lowest result to a 3 and then use the difference amongst your other remaining results as desired. (Can give you a true flaw to customize the remaining.). Then take the 6 results and assign each to an ability.
Starting at Level 1 with a Free Feat: Provides roll playing background and fun. Variant Human would get another.
Get ASI at level 10: Allow players to be ok with picking up a feat, because now they can't choose a feat.
Critical Check and Savs: Puts you in the zone! Next roll you have advantage. (Attack, Check, or Sav).
EDIT: Also ASI and Feat at level 20: More fun and end game going out in a blast!
So what do you think about these house rules in: Does it add more fun to the game, does it increase rollplaying opportunities, and is it balanced?
Stacking Inspiration: Allows players to use inspiration more freely or gift it to another more freely. Allows DMs to gift more freely or gift additional inspiration for amazing roll playing. Also allows more DM and player interaction to make the game about everyone in on the adventure, even more so with the DM now.
Stacking Advantages and Disadvantages: Allow for more impactful plays (If using inspiration stacking, then this could be a pop off moment.). Additional rollplaying moments of awesomeness with greater chances for 20s, but also humbleness with 1s.
Healing a creature at 0 HP causes 1 level of exhaustion: This would give healers more reason to heal before someone drops to 0. It also makes since that someone that almost died would have some issues afterwards, like being exhausted. (Maybe allowing short rest to remove exhaustion or long rest to remove all exhaustion).
Determine Ability Scores: 15 for a guaranteed good stat and 8 for a flaw. (Provides a roll playing and balance while also playing to standard array.) Then roll 4d6, keeping the best 3 results and totaling them. Repeat this once again. (Playing to rolling for ability score style.). Then use 25 points to separate into two amounts as desired. 18 max. (Similar to point system except this is an equal point for point value.). Finally, if you don't have a 3, you can reduce your lowest result to a 3 and then use the difference amongst your other remaining results as desired. (Can give you a true flaw to customize the remaining.). Then take the 6 results and assign each to an ability.
Starting at Level 1 with a Free Feat: Provides roll playing background and fun. Variant Human would get another.
Get ASI at level 10: Allow players to be ok with picking up a feat, because now they can't choose a feat.
Critical Check and Savs: Puts you in the zone! Next roll you have advantage. (Attack, Check, or Sav).
Thanks in advance for feedback!
Also add ASI and Feat at level 20: End game going out on a bang!
HI (sorry I'm up right now so I'm seeing all your posts :D)
Stacking inspiration: This is fine, I do it a bit differently rather than handing out inspiration, if someone is RPing well or describes their action in vivid detail, if it seems appropriate I hand either Adv or Dis, depending on the RP. I always found people hold on to their inspiration, so instead I just make it auto used on good RP, this also encourages some good RP because is can improve (or hinder) their dice roll based on their actions and RP
Stacking Adv/Dis - the only issue I see with this is keeping track of how many instances of Adv/Dis a roll has can get murky and bog down the game. I believe that's why the RAW do not stack it and all Adv cancels all Dis.
Exhaustion on Heal - as I mentioned in the other thread, to definitely need to change hoe exhaustion is removed if you do this. Or just do Death Saves on reset on short/long rest. Healing spells in 5e really don't give much in terms of how much damage an enemy can do, so healing early is usually avoided because frankly the dragon does 30 damage around but I can only heal 10 will not keep a player up. They still drop and those "early" heals will not have bough more time. Yeah higher level heals are more potent, but you got to look at these rues from level 1-20.
Stat rolling - if you really want to keep a ad score don't roll 4d6, just roll 3d6 you decrease the average roll. You can still get that 18 but it won't be as common. The reason you roll 4d6 drop the lowest or any other "drop the lowest" variant it so actively get better scores.
level 1 feat - This is something I do in my game. but our game is also more RP focused so having them be better at possibly taking out encounters not really on my list. IMO it also makes it so they can take that 2 ability score increase at level 4 and not feel like they've delayed their build. I usually do not allow Variant humans two feat though. That can be a it OP
ASI at 10 - eh, I mean if you give a feat a level 1 most likely they are going to get some ASI increase then at 4 and 8. Personally (funny imo) I see more of an issue with this than the free feat lol. Not entirely sure why.
Crit Check/Save - I like this, kinda goes with the RP for inspiration, you were so good at that insight that it gave you a quick use inspiration.
HI (sorry I'm up right now so I'm seeing all your posts :D)
Stacking inspiration: This is fine, I do it a bit differently rather than handing out inspiration, if someone is RPing well or describes their action in vivid detail, if it seems appropriate I hand either Adv or Dis, depending on the RP. I always found people hold on to their inspiration, so instead I just make it auto used on good RP, this also encourages some good RP because is can improve (or hinder) their dice roll based on their actions and RP
Stacking Adv/Dis - the only issue I see with this is keeping track of how many instances of Adv/Dis a roll has can get murky and bog down the game. I believe that's why the RAW do not stack it and all Adv cancels all Dis.
Exhaustion on Heal - as I mentioned in the other thread, to definitely need to change hoe exhaustion is removed if you do this. Or just do Death Saves on reset on short/long rest. Healing spells in 5e really don't give much in terms of how much damage an enemy can do, so healing early is usually avoided because frankly the dragon does 30 damage around but I can only heal 10 will not keep a player up. They still drop and those "early" heals will not have bough more time. Yeah higher level heals are more potent, but you got to look at these rues from level 1-20.
Stat rolling - if you really want to keep a ad score don't roll 4d6, just roll 3d6 you decrease the average roll. You can still get that 18 but it won't be as common. The reason you roll 4d6 drop the lowest or any other "drop the lowest" variant it so actively get better scores.
level 1 feat - This is something I do in my game. but our game is also more RP focused so having them be better at possibly taking out encounters not really on my list. IMO it also makes it so they can take that 2 ability score increase at level 4 and not feel like they've delayed their build. I usually do not allow Variant humans two feat though. That can be a it OP
ASI at 10 - eh, I mean if you give a feat a level 1 most likely they are going to get some ASI increase then at 4 and 8. Personally (funny imo) I see more of an issue with this than the free feat lol. Not entirely sure why.
Crit Check/Save - I like this, kinda goes with the RP for inspiration, you were so good at that insight that it gave you a quick use inspiration.
Nah is good, this post has more common house rules mostly; just a few that are different.
I have seen double advantage and disadvantage stacking used to success, and maybe triple. I don't know if it should stop there, but I think it would be cool. Just find the difference with advantage and disadvantage until only advantage or disadvantage remains, them roll the stacked advantage or disadvantage. (So 4 advantage and 2 disadvantage would be a 2 advantage.) (So roll 3 dice, 1 + the double advantage.)
Yea I'll see what you think about my rework for exhaustion with 7 levels, remove all lvls on long rest, and remove lvls on short rest by spending hit die equal to the individual level of exhaustion (So 20 hit die with 6 lvls of exhaustion would remove all but the first level of exhaustion.) (20=6+5+4+3+2)
You might be right on the 3d6 vs 4d6, but I like players to be more powerful with more options and just have more challenging events. Depends on group, but your suggestion would be mor in line with RAW.
I think ASI lvl 10 be DM option depending on how the party is doing in the campaign.
Also maybe lvl 20 get epic boon. Also option DM depending on how party is doing.
Stacking Inspiration: Allows players to use inspiration more freely or gift it to another more freely. Allows DMs to gift more freely or gift additional inspiration for amazing roll playing. Also allows more DM and player interaction to make the game about everyone in on the adventure, even more so with the DM now.
It should be fun, I'd probably still keep it to one inspiration per roll, and have some upper limit to how many you can hold onto (say, three) to avoid too much hoarding. The main difficulty with inspiration is handing it own semi-evenly without feeling like you're being condescending to the player you give it to least frequently.
Stacking Advantages and Disadvantages: Allow for more impactful plays (If using inspiration stacking, then this could be a pop off moment.). Additional rollplaying moments of awesomeness with greater chances for 20s, but also humbleness with 1s.
I think the lack of double advantage/disadvantage is very much intentional in D&D, there are some cases where it does get silly though, e.g- where if you already have disadvantage you can wade into areas of darkness with no additional penalty. In such a case you might consider just giving the player a bonus/penalty to the roll as well, but only when it seems most necessary.
Healing a creature at 0 HP causes 1 level of exhaustion: This would give healers more reason to heal before someone drops to 0. It also makes since that someone that almost died would have some issues afterwards, like being exhausted. (Maybe allowing short rest to remove exhaustion or long rest to remove all exhaustion).
I'm a little undecided on this one; this will penalise the characters with fewer hit-points the most, especially in fights with very strong enemies that could potentially knock you unconscious with one lucky roll (or one unlucky one on your part), Banshees also come to mind with their instantly unconscious ability.
I would maybe leave it down to a DM's ruling depending upon circumstances rather than trying to make a specific mechanic out of it, and/or only apply the exhaustion post-combat, i.e- when the adrenaline of being knocked out and revived finally wears off, rather than risk exhaustion becoming just another thing that's killing you in an already tough fight.
Determine Ability Scores: 15 for a guaranteed good stat and 8 for a flaw. (Provides a roll playing and balance while also playing to standard array.) Then roll 4d6, keeping the best 3 results and totaling them. Repeat this once again. (Playing to rolling for ability score style.). Then use 25 points to separate into two amounts as desired. 18 max. (Similar to point system except this is an equal point for point value.). Finally, if you don't have a 3, you can reduce your lowest result to a 3 and then use the difference amongst your other remaining results as desired. (Can give you a true flaw to customize the remaining.). Then take the 6 results and assign each to an ability.
Seems a bit too complicated; just let players pick whether to use the standard array or points buy, these are plenty flexible and keep everyone level. If a player wants to emphasise a weakness or go balanced, or just RP it then that's up to them.
Starting at Level 1 with a Free Feat: Provides roll playing background and fun. Variant Human would get another.
I'm a huge fan of doing this; feats can be very flavourful and a great way to establish your character's character earlier on. I also generally favour starting at level 2 or 3 unless you have some players completely new to D&D or tabletop roleplaying.
Get ASI at level 10: Allow players to be ok with picking up a feat, because now they can't choose a feat.
Rogues already get an extra increase at level 10 (similar to Fighters who get one at levels 6 and 14). I don't think there's really any need for this, especially with a free feat at the start of the game.
Critical Check and Savs: Puts you in the zone! Next roll you have advantage. (Attack, Check, or Sav).
I do prefer there to always be a possibility of a failure, and I say that as someone currently playing a Bard (at level 5 I have expertise in 6 skills giving a pile of +10's and +8's on skills), I don't think there's any need for compensation for it just so long as the rule applies to everyone.
EDIT: Also ASI and Feat at level 20: More fun and end game going out in a blast!
Most classes already get something pretty good at level 20. For progression beyond that you might want to look into the Epic Boons, which I think are in the Dungeon Master's Guide, they're basically just special feats.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Stacking Inspiration: Allows players to use inspiration more freely or gift it to another more freely. Allows DMs to gift more freely or gift additional inspiration for amazing roll playing. Also allows more DM and player interaction to make the game about everyone in on the adventure, even more so with the DM now.
It should be fun, I'd probably still keep it to one inspiration per roll, and have some upper limit to how many you can hold onto (say, three) to avoid too much hoarding. The main difficulty with inspiration is handing it own semi-evenly without feeling like you're being condescending to the player you give it to least frequently.
Stacking Advantages and Disadvantages: Allow for more impactful plays (If using inspiration stacking, then this could be a pop off moment.). Additional rollplaying moments of awesomeness with greater chances for 20s, but also humbleness with 1s.
I think the lack of double advantage/disadvantage is very much intentional in D&D, there are some cases where it does get silly though, e.g- where if you already have disadvantage you can wade into areas of darkness with no additional penalty. In such a case you might consider just giving the player a bonus/penalty to the roll as well, but only when it seems most necessary.
Healing a creature at 0 HP causes 1 level of exhaustion: This would give healers more reason to heal before someone drops to 0. It also makes since that someone that almost died would have some issues afterwards, like being exhausted. (Maybe allowing short rest to remove exhaustion or long rest to remove all exhaustion).
I'm a little undecided on this one; this will penalise the characters with fewer hit-points the most, especially in fights with very strong enemies that could potentially knock you unconscious with one lucky roll (or one unlucky one on your part), Banshees also come to mind with their instantly unconscious ability.
I would maybe leave it down to a DM's ruling depending upon circumstances rather than trying to make a specific mechanic out of it, and/or only apply the exhaustion post-combat, i.e- when the adrenaline of being knocked out and revived finally wears off, rather than risk exhaustion becoming just another thing that's killing you in an already tough fight.
Determine Ability Scores: 15 for a guaranteed good stat and 8 for a flaw. (Provides a roll playing and balance while also playing to standard array.) Then roll 4d6, keeping the best 3 results and totaling them. Repeat this once again. (Playing to rolling for ability score style.). Then use 25 points to separate into two amounts as desired. 18 max. (Similar to point system except this is an equal point for point value.). Finally, if you don't have a 3, you can reduce your lowest result to a 3 and then use the difference amongst your other remaining results as desired. (Can give you a true flaw to customize the remaining.). Then take the 6 results and assign each to an ability.
Seems a bit too complicated; just let players pick whether to use the standard array or points buy, these are plenty flexible and keep everyone level. If a player wants to emphasise a weakness or go balanced, or just RP it then that's up to them.
Starting at Level 1 with a Free Feat: Provides roll playing background and fun. Variant Human would get another.
I'm a huge fan of doing this; feats can be very flavourful and a great way to establish your character's character earlier on. I also generally favour starting at level 2 or 3 unless you have some players completely new to D&D or tabletop roleplaying.
Get ASI at level 10: Allow players to be ok with picking up a feat, because now they can't choose a feat.
Rogues already get an extra increase at level 10 (similar to Fighters who get one at levels 6 and 14). I don't think there's really any need for this, especially with a free feat at the start of the game.
Critical Check and Savs: Puts you in the zone! Next roll you have advantage. (Attack, Check, or Sav).
I do prefer there to always be a possibility of a failure, and I say that as someone currently playing a Bard (at level 5 I have expertise in 6 skills giving a pile of +10's and +8's on skills), I don't think there's any need for compensation for it just so long as the rule applies to everyone.
EDIT: Also ASI and Feat at level 20: More fun and end game going out in a blast!
Most classes already get something pretty good at level 20. For progression beyond that you might want to look into the Epic Boons, which I think are in the Dungeon Master's Guide, they're basically just special feats.
Thank you for your feedback!
Inspiration: I can understand your point and agree with it depending on the DM. I think using only one inspiration per roll is a smart add on. Maybe limit the max inspiration to a modifier, such as your CHA modifier, but only if the CHA modifier is positive; otherwise your max inspiration is 1. CHA seems to be related to ones personality, and I see inspiration as a personality trait. Like, "I can do this.", so you inspire your self. It could also be that your CHA influences others to be inspired. (Like inspired leader).
Advantage/Disadvantage: I think that you could limit this as well with an INT modifier defining the max advantage you can attain and max disadvantage that you can apply, applying the modifier only if positive and your max advantage gained/disadvantage applied can't be less than 1. So gaining additional advantage or giving additional disadvantages is because you are going about things in a smart way.
Healing a creature at 0 HP causes 1 level of exhaustion: I would increase exhaustion to 7 levels be separating out ability checks and saving throws into two different levels, a long rest removing all levels of exhaustion, and you can remove levels of exhaustion during a short rest by spending hit die equal to a level of exhaustion. (So a level 20 character with 6 levels of exhaustion can spend all 20 hit die to remove levels of exhaustion from 2 to 6, but level 1 exhaustion will remain.) (20=2+3+4+5+6).
Mixed Ability Score Determination: I think I would just give them all options. This option is designed as a mix of rolling, point buy, and standard array as well as for those who prefer to have a weakness and strength. For those groups where some don't like that randomness, some want to customize, and some want a fixed amount. (Everyone shares.)
ASI at level 10: I think I agree that this may not work out. I would like for there to be something here, but I don't know. Maybe inspiration to all for growing so much and making it this far. Idk.
Critical Checks and Saves: I think I should add critical fumbles as well with checks and saves, such as disadvantage on your next one because you doubt yourself if only slightly and subconsciously.
Level 20 Epic Boons: I agree with epic boons!
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So what do you think about these house rules in: Does it add more fun to the game, does it increase rollplaying opportunities, and is it balanced?
Stacking Inspiration: Allows players to use inspiration more freely or gift it to another more freely. Allows DMs to gift more freely or gift additional inspiration for amazing roll playing. Also allows more DM and player interaction to make the game about everyone in on the adventure, even more so with the DM now.
Stacking Advantages and Disadvantages: Allow for more impactful plays (If using inspiration stacking, then this could be a pop off moment.). Additional rollplaying moments of awesomeness with greater chances for 20s, but also humbleness with 1s.
Healing a creature at 0 HP causes 1 level of exhaustion: This would give healers more reason to heal before someone drops to 0. It also makes since that someone that almost died would have some issues afterwards, like being exhausted. (Maybe allowing short rest to remove exhaustion or long rest to remove all exhaustion).
Determine Ability Scores: 15 for a guaranteed good stat and 8 for a flaw. (Provides a roll playing and balance while also playing to standard array.) Then roll 4d6, keeping the best 3 results and totaling them. Repeat this once again. (Playing to rolling for ability score style.). Then use 25 points to separate into two amounts as desired. 18 max. (Similar to point system except this is an equal point for point value.). Finally, if you don't have a 3, you can reduce your lowest result to a 3 and then use the difference amongst your other remaining results as desired. (Can give you a true flaw to customize the remaining.). Then take the 6 results and assign each to an ability.
Starting at Level 1 with a Free Feat: Provides roll playing background and fun. Variant Human would get another.
Get ASI at level 10: Allow players to be ok with picking up a feat, because now they can't choose a feat.
Critical Check and Savs: Puts you in the zone! Next roll you have advantage. (Attack, Check, or Sav).
EDIT: Also ASI and Feat at level 20: More fun and end game going out in a blast!
Thanks in advance for feedback!
Also add ASI and Feat at level 20: End game going out on a bang!
HI (sorry I'm up right now so I'm seeing all your posts :D)
Stacking inspiration: This is fine, I do it a bit differently rather than handing out inspiration, if someone is RPing well or describes their action in vivid detail, if it seems appropriate I hand either Adv or Dis, depending on the RP. I always found people hold on to their inspiration, so instead I just make it auto used on good RP, this also encourages some good RP because is can improve (or hinder) their dice roll based on their actions and RP
Stacking Adv/Dis - the only issue I see with this is keeping track of how many instances of Adv/Dis a roll has can get murky and bog down the game. I believe that's why the RAW do not stack it and all Adv cancels all Dis.
Exhaustion on Heal - as I mentioned in the other thread, to definitely need to change hoe exhaustion is removed if you do this. Or just do Death Saves on reset on short/long rest. Healing spells in 5e really don't give much in terms of how much damage an enemy can do, so healing early is usually avoided because frankly the dragon does 30 damage around but I can only heal 10 will not keep a player up. They still drop and those "early" heals will not have bough more time. Yeah higher level heals are more potent, but you got to look at these rues from level 1-20.
Stat rolling - if you really want to keep a ad score don't roll 4d6, just roll 3d6 you decrease the average roll. You can still get that 18 but it won't be as common. The reason you roll 4d6 drop the lowest or any other "drop the lowest" variant it so actively get better scores.
level 1 feat - This is something I do in my game. but our game is also more RP focused so having them be better at possibly taking out encounters not really on my list. IMO it also makes it so they can take that 2 ability score increase at level 4 and not feel like they've delayed their build. I usually do not allow Variant humans two feat though. That can be a it OP
ASI at 10 - eh, I mean if you give a feat a level 1 most likely they are going to get some ASI increase then at 4 and 8. Personally (funny imo) I see more of an issue with this than the free feat lol. Not entirely sure why.
Crit Check/Save - I like this, kinda goes with the RP for inspiration, you were so good at that insight that it gave you a quick use inspiration.
Nah is good, this post has more common house rules mostly; just a few that are different.
I have seen double advantage and disadvantage stacking used to success, and maybe triple. I don't know if it should stop there, but I think it would be cool. Just find the difference with advantage and disadvantage until only advantage or disadvantage remains, them roll the stacked advantage or disadvantage. (So 4 advantage and 2 disadvantage would be a 2 advantage.) (So roll 3 dice, 1 + the double advantage.)
Yea I'll see what you think about my rework for exhaustion with 7 levels, remove all lvls on long rest, and remove lvls on short rest by spending hit die equal to the individual level of exhaustion (So 20 hit die with 6 lvls of exhaustion would remove all but the first level of exhaustion.) (20=6+5+4+3+2)
You might be right on the 3d6 vs 4d6, but I like players to be more powerful with more options and just have more challenging events. Depends on group, but your suggestion would be mor in line with RAW.
I think ASI lvl 10 be DM option depending on how the party is doing in the campaign.
Also maybe lvl 20 get epic boon. Also option DM depending on how party is doing.
Thanks again! Like your feedback!
It should be fun, I'd probably still keep it to one inspiration per roll, and have some upper limit to how many you can hold onto (say, three) to avoid too much hoarding. The main difficulty with inspiration is handing it own semi-evenly without feeling like you're being condescending to the player you give it to least frequently.
I think the lack of double advantage/disadvantage is very much intentional in D&D, there are some cases where it does get silly though, e.g- where if you already have disadvantage you can wade into areas of darkness with no additional penalty. In such a case you might consider just giving the player a bonus/penalty to the roll as well, but only when it seems most necessary.
I'm a little undecided on this one; this will penalise the characters with fewer hit-points the most, especially in fights with very strong enemies that could potentially knock you unconscious with one lucky roll (or one unlucky one on your part), Banshees also come to mind with their instantly unconscious ability.
I would maybe leave it down to a DM's ruling depending upon circumstances rather than trying to make a specific mechanic out of it, and/or only apply the exhaustion post-combat, i.e- when the adrenaline of being knocked out and revived finally wears off, rather than risk exhaustion becoming just another thing that's killing you in an already tough fight.
Seems a bit too complicated; just let players pick whether to use the standard array or points buy, these are plenty flexible and keep everyone level. If a player wants to emphasise a weakness or go balanced, or just RP it then that's up to them.
I'm a huge fan of doing this; feats can be very flavourful and a great way to establish your character's character earlier on. I also generally favour starting at level 2 or 3 unless you have some players completely new to D&D or tabletop roleplaying.
Rogues already get an extra increase at level 10 (similar to Fighters who get one at levels 6 and 14). I don't think there's really any need for this, especially with a free feat at the start of the game.
I do prefer there to always be a possibility of a failure, and I say that as someone currently playing a Bard (at level 5 I have expertise in 6 skills giving a pile of +10's and +8's on skills), I don't think there's any need for compensation for it just so long as the rule applies to everyone.
Most classes already get something pretty good at level 20. For progression beyond that you might want to look into the Epic Boons, which I think are in the Dungeon Master's Guide, they're basically just special feats.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Thank you for your feedback!
Inspiration: I can understand your point and agree with it depending on the DM. I think using only one inspiration per roll is a smart add on. Maybe limit the max inspiration to a modifier, such as your CHA modifier, but only if the CHA modifier is positive; otherwise your max inspiration is 1. CHA seems to be related to ones personality, and I see inspiration as a personality trait. Like, "I can do this.", so you inspire your self. It could also be that your CHA influences others to be inspired. (Like inspired leader).
Advantage/Disadvantage: I think that you could limit this as well with an INT modifier defining the max advantage you can attain and max disadvantage that you can apply, applying the modifier only if positive and your max advantage gained/disadvantage applied can't be less than 1. So gaining additional advantage or giving additional disadvantages is because you are going about things in a smart way.
Healing a creature at 0 HP causes 1 level of exhaustion: I would increase exhaustion to 7 levels be separating out ability checks and saving throws into two different levels, a long rest removing all levels of exhaustion, and you can remove levels of exhaustion during a short rest by spending hit die equal to a level of exhaustion. (So a level 20 character with 6 levels of exhaustion can spend all 20 hit die to remove levels of exhaustion from 2 to 6, but level 1 exhaustion will remain.) (20=2+3+4+5+6).
Mixed Ability Score Determination: I think I would just give them all options. This option is designed as a mix of rolling, point buy, and standard array as well as for those who prefer to have a weakness and strength. For those groups where some don't like that randomness, some want to customize, and some want a fixed amount. (Everyone shares.)
ASI at level 10: I think I agree that this may not work out. I would like for there to be something here, but I don't know. Maybe inspiration to all for growing so much and making it this far. Idk.
Critical Checks and Saves: I think I should add critical fumbles as well with checks and saves, such as disadvantage on your next one because you doubt yourself if only slightly and subconsciously.
Level 20 Epic Boons: I agree with epic boons!