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House Rules (lemmy.ca)
submitted 2 years ago by DerveHall@lemmy.ca to c/rpg@lemmy.ca

I am curious what house rules people play with when the game. This is mostly aimed at the 5E crowd but I am still curious what changes people think are so necessary there are House rules added for them.


In 5E we always played with Drinking a Potion was a bonus action if you had it 'on your belt'. Meaning everyone would have one potion they picked to be in a 'ready' state.

In 13th Age we allow a Potion to be drunk as a Quick Action if the player makes an Easy Save, on a fail they have to roll the save again on their next Quick Action.

In 5E we basically ignored Encumbrance and just made a judgement call is something was 'too much'. (13th Age already does this in the rules)

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[-] TotallyHuman@lemmy.ca 1 points 2 years ago

On a 5-foot grid, you can move two squares diagonally for 15 feet of movement, i.e. sqrt(2) = 1.5.

When there's an ambush, the ambushee with the highest initiative repeatedly rolls initiative against a DC based on how good the ambush was, while the ambushers just take turns in whatever order they want. When the ambushee beats the roll, we set up a normal initiative order. Also, initiative is decoupled from dexterity -- being good at turning cartwheels or picking pockets doesn't mean you won't freeze up in combat. Initiative is its own stat.

this post was submitted on 07 Jul 2023
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