I am curious what house rules people play with when the game. This is mostly aimed at the 5E crowd but I am still curious what changes people think are so necessary there are House rules added for them.


In 5E we always played with Drinking a Potion was a bonus action if you had it ‘on your belt’. Meaning everyone would have one potion they picked to be in a ‘ready’ state.

In 13th Age we allow a Potion to be drunk as a Quick Action if the player makes an Easy Save, on a fail they have to roll the save again on their next Quick Action.

In 5E we basically ignored Encumbrance and just made a judgement call is something was ‘too much’. (13th Age already does this in the rules)

  • oo7goofy@lemmy.ml
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    1 year ago

    Our group views TTRPGs as a way to experience a story or world. I know some people like to minmax or love rules and that’s great. But for us, while all worlds have rules, if the rules don’t lend themselves toward fun or progressing the story in a manner that makes sense, then I either adjust, change or don’t enforce them. I also will mix and match rules from different systems that I’ve enjoyed.

    As for what rules, you already mentioned a few. We also utilize potions as a bonus action, but I don’t limit them. I do this because they like boss fights that include big hits and having the capability to heal helps ensure I’m not unfair during a fight.

    We also utilize a karma system. I give out karma during sessions for excellent role play, ingenuity, making everyone laugh and for birthdays etc. They can then use this karma to buy certain enhancements from a genie prior to encounters. Enhancements include different things such as adding +1 to a die roll, rerolling, rolling with advantage, or even a long rest (super expensive). This has helped keep people engaged and gives some combat helpers that minimizes the impact when they are on a negative rolling streak.

    • DerveHallOP
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      1 year ago

      undefined> too many set house rules, but I do make rule calls on the fly that don’t necessarily follow the handbooks, as I’m sure many DMs do. I am always aiming for rule of cool, and good for the story calls. In the end, we are here to have fun. If I make a call that gives the party an unintended advantage of a step up in some way, be damn sure I’ll make sure that gets balanced out somehow…

      We’ve always played that healing potions can be consumed in a bonus action or an action to use one on an unconscious player.

      I adapted the ‘Icon Relationships’ in 13th Age to be more like your Karma rule. It plays a little more FATE like. They get points, they spend points. Lets them get out of a touch scrape while giving them some agency