What kind of rule changes have you folks tried at your tables, and how have they worked out for your games? Good? Bad?

Two of the houserules I implement for every campaign I run:

  1. No multiclassing until after 5th level, and no further multiclassing unless you have at least 5 levels in all your existing classes. I do this for two reasons, the first being to ensure that every character has access to extra attack/third level spells and slots/some other equivalent before they start dipping elsewhere, and to keep the munchkins at my table from taking multiple 1-3 level dips into classes just to set up a niche wombo combo. Even then, I’m pretty stringent on what I’ll allow from a storytelling perspective - I want to know what motivates your Paladin to dip into Warlock besides getting to use CHA for attack and damage modifiers.

  2. Instead of an ASI or a Feat, every ASI level gives a +1 and a feat. My players and I like this rule because it allows them to pick something fun at those levels instead of feeling obligated to dump straight into the primary stat, and encourages grabbing those fun half-feats like Actor or Linguist that would otherwise go by the wayside.

  • Douglas Kilpatrick@mastodon.social
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    1 year ago

    @LoamImprovement For 5th edition, I’ve overwhelmingly played in AL, so …

    But I’ve seen a LOT of “inspiration can be used for a reroll” and “inspiration can be shared across the table”.

    I’ve also seen (too much) “Invisibility == Hidden”, which I hate and don’t use when I run. I’ve also seen a large number of variations of the bonus-action-casting rule

    AL kinda inherently runs with a “every adventure starts with a long rest” pseudo house rule, which I like.

    • LoamImprovement@ttrpg.networkOP
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      1 year ago

      Agree on the invisibility, and that’s a poor running of invisibility by most GMs - it absolutely does not mean automatically hidden in the same way that a creature in total darkness is not automatically hidden, nor should it be construed that way - the Invisible condition clearly states:

      An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.

      It is incredibly frustrating to have inexperienced GMs run invisible creatures as being able to take potshots at the PCs with zero fear of retribution except by wild swings at empty space, hoping to get lucky. Aside from the advantage/disadvantage on attack rolls, all being invisible does is allow a creature to hide without needing any kind of cover because they’re already heavily obscured, and prevents creatures from perceiving them with normal vision. A perception check against the hidden creature’s stealth roll, truesight, blindsense/sight, tremorsense, and the creature making any sort of noise (such as with an attack) immediately reveals the invisible creature’s location.

    • Moobythegoldensock@lemm.ee
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      1 year ago

      RAW players can award inspiration to each other, so sharing it across the table comes down to your group’s opinion of what constitutes “fun and interesting.”