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Joined 2 years ago
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Cake day: June 23rd, 2023

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  • Chasing adventure was a ‘house ruled’ Dungeon World, but now is its own published thing.

    What does Homebrew World change?

    I am just looking for other peoples experience with ‘House Ruled’ variants and spin offs of it. I only have experience with MotW, and I find the hit points in Dungeon World kind of awkward.




  • DerveHallOPtoRole Playing GamesHouse Rules
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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


  • DerveHallOPtoRole Playing GamesHouse Rules
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    1 year ago

    I have never in all the decades I have played used the spell component rules. I used milestone levelling in my last 5E campaign, and its the default in 13th Age. Its just easier, and the PCs get more powerful when the story says they should.



  • The events of January changed my plans to go back to 5E after playing Fate for a campaign (Star Trek). After ignoring it completely I decided to look at 13th Age, and I liked it. My group are all enjoying it more the 5E as well. It isnt perfect, but it tends to not focus on the things that we all wanted to not focus on, while still staying true to the “D&D” feel. Pathfinder 2E is the other obvious option but most of my group prefer less ‘crunch’ not more. Monster of the Week or Dungeon World are next on our list to try.