House Rules in Broken Hill Adventurer's Guild | World Anvil
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House Rules

What fun would it be if we did everything by the book? Well, probably plenty, to be honest. It's not like the Rules As Written make for a terrible game. BUT there are a number of odds and ends that are counter-intuitive, clumsy, slow, or just annoy me. So in the spirit of Making The Game Our Own, here is a good faith attempt at a concise-esque list of homebrew, house-rules that we’re going to adopt to improve the quality of play at our table. Too many house rules just makes for too much stuff to remember. But I’m certain this list will grow over time. Some are more general and will affect everybody, others are only going to affect certain builds and classes, but please skim them anyways, as it may affect you, and I’d hate for there to be unpleasant surprise “gotcha” moments later. I will share and post these clearly for everybody. Probably a back-of-the-DM-Screen sort of thing.   Potions are NOT that hard to drink   Two-Weapon fighting sucks. It shouldn’t. It should be cool. Right Drizzt?   Wait. Fists Are Different Than Fists?   Exhaustion is Convoluted and Stupid   Monks Are Just Awful. No Really. Ok Fine. They’re Only Terrible From Levels 2-16.   There may be others, probably specific sub-class tweaks. But this covers I think moooost egregious issues at my table, historically. We can address others on a case by case basis. (Likely candidates: Arcane Archer adding Prof Bonus to # of special shots per day, Monks with spell-like abilities having the ki point cost of said abilities reduced, etc. (Monks are REAL bad.) I’m not much for nerfing things, I’d rather bring the crum-crum up to par than take the air out of anybody’s tires.) If any house rule here offends anybody’s tender sensibilities about game purity, comes across as too complex, or you have a brilliant addition to the list, please don’t keep it to yourself. I want to talk about it. But for now, I think Potions, TWF, Unarmed Fighting/Natural Weapons, Exhaustion, and Monks-at-Large should pretty much cut it. For now, Grappling can stay put, but it too is on my radar for eventually, but there’s no reason to eff with it at this point.  

Best Practices

Not House Rules So Much As Good Habits, Setting Expectations, and Pre-empting Best Practices (or How Steve Learned To Stop Worrying and Love DMing):
Best Practices  

New Mechanics

Influence Dice   Transformations

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