this post was submitted on 18 Oct 2023
21 points (95.7% liked)
D&D Next - 5e Discussion
2396 readers
1 users here now
A place to discuss the latest version of Dungeons & Dragons, the fifth edition, known during the playtest as D&D Next.
Join our discord! https://discord.gg/dndnext
-- Rules --
- Be Civil. Unacceptable behavior includes name calling, taunting, baiting, flaming, etc. Please respect the opinions of people who play differently than you do.
- Use Clear, Concise Titles.
- Limit Self-Promotional Links. External links to blogs, kickstarters, storefronts, YouTube channels, etc, must be related to DnD and posted no more than once every 14 days. Affiliate links are never allowed.
This is a new community and the rules are in flux. Please bear with us (and give your feedback!) as we navigate building this new community. Thank you!
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
I've got a few home rules I've used for years.
Healing Potions: Drinking is a bonus action, using an action player gets the max value. Potion can be thrown 15 ft to a downed target as a bonus action, DC 10 DEX check, brings target to 1 HP. Thrower can choose to spend an action to throw the potion, then they have to pass a DC 12+1 DEX for every 5 ft from target, but if they pass target can roll the healing.
Team inspiration: Group shares a pool of inspiration. Up to a max of 5 that can be used at anytime.
Inspired saving throws: Players can spend their reaction and a point of inspiration to gain a saving throw re-roll.
Initiative Swap: Allow the players to swap initiative rolls with one another before combat starts. Sometimes players have an idea that requires teamwork based on a specific order they’d like to act in, and this allows them to always get the order they want.
Additional smaller rules:
A) Anything you can do.... can be done to you.
B) Roleplay can give modifiers to any roll, or can negate critical hits/success.
C) Every interaction is a chance to roleplay.
D) Once combat begins, diplomacy becomes much harder.
E) When leveling Up, Players can roll or take the average HP, whichever is larger.
F) At Player level 1, Player can take a feat.
G) Caster can spend 2+1 hit dice to recover 1 spell slot up to lvl 3 during a short rest. Can gain additional level for an added hit die per level up to 5th.
BA potions are another one I usually include as well, even the nonhealing ones. I had a gut reaction against a fighter PC using a potion that applied greater invisibility and then making six attacks at advantage using action surge, but I thought, "fuck it, they're expending a valuable resource to have this moment, let them have it," and it was good.
I'm the type of DM that loves for my players to feel like badasses, so I'm all for them pulling off stuff that may or may not be exactly RAW. I had a high level sorcerer want to sneak up behind a BBEG and put his hand over their mouth and cast fireball at 9th level. I allowed it and they had a great moment that the rest of the table loved. They felt super powerful and were able to save the day. The players still talk about that moment years later.