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8 House Rules To Spice Up Your 5th Edition D&D Games

22/11/2017

13 Comments

 
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I’ve been playing D&D for a long time, including almost 3 years of 5th edition rules. In every edition, I’ve been tinkering and tailoring the rules to better suit my style as a Dungeon Master, along with the themes of the campaigns, and the types of players in my group. Included here are a handful of house rules which you may elect to use yourself.

1) Combat Attrition
Rule: Whenever you fall unconscious, you also gain one point of exhaustion, in addition to the normal effects.

I am currently running a dark-world campaign, and implementing this rule has really had a positive impact on my campaign. I’m not a fan of the fact that a hero can drop to 0 hp ten times a day, but after a goodberry they are up and ready for action in an instant. This rule adds an extra penalty for hitting 0 hit points. It also uses the exhaustion mechanics, which are otherwise barely touched by most dungeon masters. The only way to recover exhaustion is to eat, so rations come back into the fray too!

This starts to put a heavy weight on PCs who have sustained debilitating injuries in combat, which may impact their willingness and effectiveness for future combats before resting. Characters now worry about hitting 0 hp, even with some heals to get them back into the action, and this has made combat feel more thrilling and dangerous for my players.  

2) Random Character Creation
Rule: Instead of choosing standard array, roll your stats IN ORDER. Then make your character based off where your good scores are.

This is an interesting setup that reminds me of the old days before D&D was even referred to by an edition number. With fixed stats stats, you might find yourself playing an interesting combination - salvaging what scores you rolled to build some unique race/class combinations.

Another variation of this rule with a similar result is to roll dice to determine race and class.

3) Spellslingers
Rule: There is no longer a maximum number of spells that you can cast on your turn, provided that you have the required actions to cast them.

I know a lot of DM’s and players who didn’t even realise that there was a limit, but in my opinion this is one of those rules that just gets in the way, so I remove it. Remember, whenever a DM changes or removes a rule that causes the PC’s to have a higher amount of potential power, you may have to increase the difficulty of encounters to match! If I had a dollar for every time I hear the phrase “I’ve house ruled my game, but my level 5 party keeps beating my CR 5 encounters easily,” I’d be able to retire. Just keep in mind what you’re changing, rules-wise, and who it benefits. Then balance the scales accordingly.

4) Reverse Armour Class
Rule: Instead of the DM’s rolling to hit, the Players roll a “defence” roll, based on their armour class. They have to roll d20, and add their armour class to it. The DC is 20+ the monster’s attack bonus. So the players need to “beat” the monster’s attack threat DC in order to defend against the attack.

For example, if the monster has an attack bonus of +7, it’s attack DC would be a 27. A PC with a 15 AC would need to roll a 12+ to avoid the attack, while a PC with a 19 AC would only need an 8+. If the player rolls a 1, the monster gets a critical hit.

I personally don’t like this variant rule. However, I have heard that some groups enjoy it. For starters, it puts the players in a dice-rolling alertness during combat, and they really feel like they are getting attacked, even if they successfully defend against it. The physical act of rolling dice outside of the player’s turn can increase engagement in combat and decrease distractions. Finally, it also removes some of the work the Dungeon Master has to do.

Honestly I don’t mind rolling attacks for my players. But I appreciate that D&D groups do whatever they like in order to create the most fun game possible for their respective group.  

5) Deadly World
Rule: All death saving throws are DC:15 instead of DC:10

This rule makes hitting 0 hp far less forgiving without magical/medical means at the ready. Under the standard rules, when a character falls unconscious there is roughly a 55% chance that the character can pull through. However, when you up the DC to 15 (succeeding on a 15-20 is a 30% success chance) a character has a much greater chance of bleeding out without medical or clerical assistance!

6) Modified Flanking Rules
Rule: Flanking no longer provides advantage, but instead provides +1d6 to hit, AND +1d6 to damage.

I mainly altered this rule so that flanking stacked with advantage - as there are at least 50 abilities or spells that confer advantage in D&D. Using this has made my combats much more fluid, and they rarely grind to a crawl now. It also makes swarms of enemies more dangerous. Goblin hordes will try and get into flanking positions, to get those juicy bonuses on to-hit rolls and damage. Being outnumbered is a very serious and realistic threat in medieval-themed combat (or any combat) and I find that this rule correctly illustrates this!

Just remember, as a DM, when you alter rules in favour of the enemies, take that into account when creating and balancing encounters.

7) Less-Swingy Initiative
Rule: Initiative rolls use a d10 instead of a d20.

Not a rule I use, but one that I’m interested in. A d20 has a large variation of numbers, meaning that even having a +5 bonus to initiative could have you going last a few combats in a row. By dropping it down to d10, it makes any flat bonuses more consistent, allowing the faster characters to be going first more often.

8) If You Miss The Table, You Fail.
Rule: If you roll your dice and it misses the table (and lands on the floor) then you count as rolling the lowest possible result.

Was it an attack roll? Counts as a 1. Rolling 2d6 damage and one dice falls off the table? That dice counts as a 1. I don’t mind this rule. Sure it’s a little silly, but I mean, how hard can it be? After all, if you can’t hit a huge table with a little dice from a 3-6 inch distance, what hope does your character have!?

Have you got any house rules that you use for your RPGs? Post them below in the comments.

Peter is an avid dungeon master, role-player, and story teller. When he's not running homebrew campaigns, he is creating new worlds, or he is reading and writing fantasy stories, forever immersing himself in the gaping black-hole known as the fantasy genre.

Image is courtesy of JESHIELDS: https://www.patreon.com/jeshields/posts


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13 Comments
Coen
22/11/2017 09:53:50 am

can you please let me know where the rule is about that players can't cast more than an amount of spells per turn that inspired houserule number 3?

Reply
VP Quinn
22/11/2017 10:03:12 am

I think it is on pg. 220 in the PHB?

Reply
Kalle Paulsen
22/11/2017 10:07:49 am

1.) Combat Attrition sounds nice. Good idea.

2.) Random Character Creation is hardly a new one. This is basically basic D&D heritage stuff.

3.) Nope. PCs need some limits. Cantrips are for the unlimited stuff, for the rest they need to manage their ressources. Also it heavily imbalances MU vs non MU.

4.)I'd rather not dabble with that. One reason why i cherish 5E over 1/2E is: no THAC0 and streamlined AC. So i'll pass on this one.

5.) Sounds interesting. Would need to give it a shot to see how large the impact is received (not mathematically but emotionally)

6.)Less dice rolling is better and more streamlined so i give the +2 from 3.5 instead of the advantage.

7.)Everyone has a bad day, that is part of the fun. So i pass on this one too.

8.) THAT is actually brilliant. You always have these kinds of players who love to push the dice over the table as if they where bowling balls. I might include that one on my next table.

One of the Rules i use on my table is a chance not making resurrection. Depending on the wounds you received and how long it took them to get you resurrected. Starts at a 60% chance and gets lower depending on the factors to as low as 20%.

Another one is regarding henchmen and retainers. My players love to hire people so if they do, the henchmen/retainers get a split off the XP pot as if they where characters (and also level up if they pass a level threshold). That makes them less popular now and the game focuses more on the characters than their helpers. (Plus i have less work at the table).

Reply
Kalle Paulsen
22/11/2017 10:15:26 am

Regarding 3.) I've misread that. I was wrong and i believe that sorcerers can cast more than one spell through metamagic sorcerer points. But that is class specific so my argument stands. Should be left as is.

Reply
harrell Mob
22/11/2017 10:33:32 pm

a player went so far as to find a PHB author answer on this during one game.

Apparently twinned spell only works with a cantrip. The chapter on magic at the end of 5e is a chokehold on spellslots per round.

Frankly, I disagreed with the player and let the dern sorcerer cast what they wanted. That seems to be the whole point of Twinned Spells!

Eager to try out all out.

Happy Thanksgiving Yanquis.

Anonymoose
18/6/2018 01:46:59 pm

_Twinned_ spell works on any spell, cantrip or not, provided it only targets a single creature. _Quicken_ spell is subject to the same rules as any _other_ spell cast as a bonus action, which are intended to partially mitigate the martial/mage divide.

Evan
22/11/2017 11:27:54 am

Isn't #5 Meat Grinder mode from Tomb of Annihilation?

Reply
harrell Mob
22/11/2017 10:35:21 pm

It is indeed. Not sure how it would be any different. To be fair though, I expect some crafty GMs played with the idea long before the adventure path/quest was released.

Reply
Grey
22/11/2017 01:14:00 pm

Death Save House Rule:

When a target is reduced to negative hit points, they are considered "alive" until they exceed their negative CON stat. The dying character then needs to make a death save. Instead of a flat number, our house rule adjusts the difficulty of the save based on how badly wounded the victim is. The Death Save roll is still a d20 and the PC gets to add their CON bonus modifier to the roll.

The Difficulty of the Death Save is: 6 + the amount of negative hit points the PC currently has.

A Natural 1 is always a failure. A Natural 20 is automatic stabilization and the victim is now at zero h.p. and unconscious.
If the victim succeeds at the Death Save three times, he is considered stabilized and is at zero hit points and unconscious.
If the Death Save fails, the victim has taken a turn for the worse and suffers 1d4 more points of damage, which in turn increases the target number.

EXAMPLE: A PC with a CON of 14 (+2 modifier) gets knocked to negative 5 hit points. They need to roll a Death Save next turn vs DC: (base 6 + their negative h.p. (5) for a total of 11). The PC gets to add their CON modifier of +2 to the roll. The PC rolls a lousy 5 + 2 for a total of 7, which is a failure. The character remains unconscious and takes 1d4 for further damage. The roll comes up 3, so now the PC is at -8 hit points. Since this is still above the -14 death threshold, the PC gets to make another save. However the DC is now 6 + 8 or DC:14.

Reply
Scott Simmons
22/11/2017 01:23:10 pm

For #4 to work without changing the designed threat levels, target number needs to be 22+ the monster's attack bonus.

In the given example, for instance, the monster's +7 attack bonus will hit AC 15 on an 8 (65% of the time) and AC 19 on a 12 (45% of the time). With the alternative system, the PC with AC 15 hits the DC 27 target with a 12 (failing and being hit 55% of the time), while the PC with AC 19 needs an 8 (failing and being hit only 35% of the time). So the monsters are effectively getting -2 on all of their attacks with this system.

Otherwise, I think it's a nice idea. Helps the PCs feel like their fate is in their own hands, keeps them engaged outside their own turn, and saves the DM some dice rolling.

Reply
Thomas
9/2/2021 02:29:38 pm

You made a good point wth your calculations. The basic idea of rule #4 is still quit interessting. And can also be used for the D&D Broad games Wraith of Ashardalon an Co. I like the Idea and I will try it.

Reply
Tùng
23/11/2017 01:08:17 am

I use an optional rule in the DMG that for characters to be able to use their hitdices to heal after short/long rest they must use a charge of a healer’s kit.

I use a less deadly deasave rule :
The Deathsave DC varies by situations :
- 12 : victim making the deathsave alone, without help.
- 10 : victim has one or more teammate using Help action to his/her unconscious body
- 8 : one or more teamate who is using Help action on the victim has proficiency in Medicine.

Reply
Conundorum
18/6/2018 01:51:43 pm

Hmm...

1) This seems like a death sentence for Berserker barbs, considering they're _already_ underutilised because one of their mechanics can exhaust them. Apart from that, it's interesting, although it would swing the prevent-vs.-heal pendulum significantly in prevention's favour.

2) That... I really don't like it, personally. xD It explicitly prevents you from making the character you want to play, if you had any ideas before chargen. (It does shut powergaming down, though, so that's fun. ^_^)

3) Removing the "if you cast a bonus action spell, the only other spell you can cast this turn is an action cantrip" rule could subtly shift things in casters' favour, and make martials less impactful on the world around them. It wouldn't have anywhere near as significant an effect as, say, letting casters concentrate on 2 spells at a time, but it would shift the balance just a tiny bit further in casters' favour. This makes sense logically, but it might not be as fun for the martials. I'd say it should be paired with some sort of counterpart ruleset that makes martials slightly stronger, too.

4) Interesting... Giving attacks a base DC of 20 compensates for AC taking 10 (10 + whatever), so this seems reasonable to me. Not sure if it affects hit rate, though, considering the roller wins ties. And either way... THAC0.

5) Hmm... that would make healing & prevention much more useful, and make Healing Kits (and Medicine, to a lesser extent; sorry, _spare the dying_, you still suck) more useful. It's an interesting rule, and I can see it fitting some campaigns pretty well.

6) This one seems somewhat punishing to rogues, honestly, and it makes flanking slightly less useful when the attackers don't already have advantage. I would suggest making this rule only apply to attackers that have advantage from a separate source, and preserve the base "flanking gives advantage" effect for when the attacker doesn't otherwise have advantage.

7) Interesting. Not only would this make large bonuses more valuable, it also makes _negative_ initiative an interesting option. If the turn order is more consistent, then it may be viable for characters to have low Dex so they can fine-tune their position (assuming they don't use it to attack, and have a way around the other downsides).

8) No. This is unfairly punishing towards players with disabilities or poor motor control, and the player's physical abilities should in NO way determine their character's abilities. It also opens up abuse, because other players can "accidentally" knock a die off the table to make it count as a 1.

Reply



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