Five Horrible House Rules for Dungeons & Dragons 5e
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- čas přidán 23. 10. 2019
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Lots of folks disagree with us about Critical Fumbles, and that's fair. If you have a Critical Fumble table that you think is well-balanced and fun... let's see it! As long as you are open to honest and frank feedback about it, share it with us!
At a convention, there was a GM who ruled that since you get a -1 to perception per 5 feet distance, no one can see
One of the first things I was taught as a DM was that a natural 20 means the best possible outcome, not necessarily the desired outcome
I hate it when every 20th time I swing my sword that I've been training with for years, it just turns inside out and whacks my head off.
My party has always handled Natural 20s as "The character achieves the greatest degree of success realistically possible."
My group has always used a natural 1 to just describe you doing something embarrassing with your miss, so it's more about the comedy than punishing you for rolling a 1.
The most annoying rule I had to deal with was that natural 1s on attack rolls meant that you damaged yourself. Cue my 1st level wizard casting chromatic orb, rolling a 1 on attack, and instantly killing herself while at max health
I thought using a called shot to shoot someone in the knee was to prevent someone to continue being an adventurer. I have been decieved.
The way I put it, "Nat 1's and Nat 20's do not alter the fabric of reality."
Our DM allows us to call shots... at the hit that finally kills the enemy. The "how do you want to do this" is amazing because it both creates a sense of success at us finally beating that tough opponent, and a bit extra of roleplaying for our characters. Plus, a recent example is that, since we didn't actually behead the enemy, he gave some final words for us to chew on. It's neat, and maybe everyone does it, but I feel like it gives a lot of flavor to the fights
I allow players to “call” their shots when they roll a Nat 20, or when they deliver the killing blow. It is more about narrative than damage.
Bard tries to convince King to give away his kingdom.
"I persuade the guard to betray the king... I rolled a Nat 20!"
I think of nat 20s on ability checks as "it goes as well as it possibly could," rather than automatic success. It keeps it feeling epic without guaranteeing success. Even if you fail, something great could come out of it!
Senile Mage: I want to examine that rock.
Rogue: id like to stealth.
For the “boss monster with body part health pools” idea, the easiest way to tell your player this mechanic is available is to just ask them what they’re targeting.
Before allowing an impossible role like running up the vertical wall I’ll usually say “Do you have an ability that lets you do that?” If they do, no roll needed. If they don’t… also no roll needed. Sometimes even helps remind the monk maybe they should be trying to run up the wall not the wizard. Or remind the wizard they have spider climb that this is a perfect opportunity for.
In response to the "I'm going to try and convince the king to give up his kingdom"
They mentioned how the critical fumble table makes it so that someone with an insane bonus can fail catastrophically. It made me think about my house rule where, if someone has a high enough bonus, I just don't bother asking for a roll, I just let them do it. Unless they're under duress, in which case, I feel that even someone who's incredibly skilled might fuck up. My favourite example is someone trying to pick a lock during a fight. Even a simple lock can become difficult when you've got arrows and fireballs flying all around you.