What are some 5e rules that you'd wanna change or introduce? New concepts, stuff from older systems, overhauls of base systems, etc.?
This is about dungeons and dragons btw.
The most common one people use seems to be "Bonus action to drink a potion, action to give it to someone else." To the point where people think this is a core rule and not a house rule. :v
The most common one people use seems to be "Bonus action to drink a potion, action to give it to someone else." To the point where people think this is a core rule and not a house rule. :v
One other thing to mention:
I'm lookin for homebrew RULES, not homebrew content. :v so like, new feats / races / subclasses and stuff, while those are fine, they're not what this is about.
House rules are like "flanking gives +1 instead of advantage" and whatnot
I'm lookin for homebrew RULES, not homebrew content. :v so like, new feats / races / subclasses and stuff, while those are fine, they're not what this is about.
House rules are like "flanking gives +1 instead of advantage" and whatnot
Some others I like / use / want to test / find interesting:
Brutal Crits: On a crit, the weapon's base damage die is maxed. (a great axe does 1d12+str+12 instead of 2d12+str)
Cleave: When an enemy is downed, allow remaining damage to apply to another enemy within 5 feet.
Brutal Crits: On a crit, the weapon's base damage die is maxed. (a great axe does 1d12+str+12 instead of 2d12+str)
Cleave: When an enemy is downed, allow remaining damage to apply to another enemy within 5 feet.
Fly or Fall: To reign in flying races, having natural flight requires you to make a check when struck, like a concentration check, or lose 5ft per point of failure. The check can vary (the idea of using 1d20+total level interests me)
UMD: Anyone can use a magic item not for their class (but not attune to it) by making an arcana check, the DC based on the rarity. (10 + spell level for scrolls)
Strong Bows: Bows have finesse, so they can be used with strength (for realism)
Strong Bows: Bows have finesse, so they can be used with strength (for realism)
Ironman Death Saves: Death save failures only reset after a long rest, but otherwise carry over between going down.
Exertion: If you fail a check by 3 or less, the DM can let you take a level of exhaustion or some other penalty to succeed.
Exertion: If you fail a check by 3 or less, the DM can let you take a level of exhaustion or some other penalty to succeed.
Repeated Down: Going down gives you 1 level of exhaustion
Sprint: When you take the dash action, if you move in a straight line, the dash distance is tripled.
Glancing Blows: If an attack meets a creature's AC, the damage is halved
Sprint: When you take the dash action, if you move in a straight line, the dash distance is tripled.
Glancing Blows: If an attack meets a creature's AC, the damage is halved
Full Attack: If you don't move on your turn and are two weapon fighting, you can take an extra attack on your attack action, instead of as a bonus action, with normal TWF rules.
Not all of these would work at every table, but depending on the game they might be interesting.
Not all of these would work at every table, but depending on the game they might be interesting.