It looks like you're new here. If you want to get involved, click one of these buttons!
This is different than house rules because house rules are things that I have changed. Most of my house rules on the DM side, things that the game don’t really address such as “who does the monster attack?” or things that are unclearly written, and just a few things on the player side, such as removing a few of the skills and nerfing a few of the spells (Light, Goodberry, Dancing Lights).
No… this is for things that I have not changed, that I only dream about.
If a thing is on here, it’s because I think the cost of making the change is bigger than the value I gain from the change.
Changes that are so big that if I were to make them… at some point, I’m no longer playing 5e…?
What? It’s been that way since 3e and I want to rip it out?
Yeah. I’m not gonna, but this thread isn’t for things that I have or will change. It’s for things I would like to change, but won’t.
I just really really like the way ACKS does it better. You add your own “badness” (it descends as you go up in level) with the monster’s (ascending, but single digit) AC and you roll over it. It works similar to how saving throws worked in B/X, but for attacks.
In 5e, there are saving throws, ability checks, and attack rolls. If you use the “players roll all dice” UA, and we do, there is also “defense rolls”. These four are the same, mechanically, but different abilities work on them. For example, bless works on saving throws and attack rolls, but not ability checks and defense rolls. Whereas guidance only work on ability checks. This is popular design in card games, like Netrunner has meat and net damage that work exactly the same way mechanically, except that some cards deal net damage and some cards prevent net damage and some cards deal meat damage and some cards prevent meat damage.
Yeees… it’s good that the SIS cares about which part of the character sheet it engages. Buuut… it is so confusing
If I would’ve made my own game I would’ve just had the six abilities and that would’ve been fine. Saves, attacks, ability checks, all working the same way. Kinda like The Black Hack but roll over, not under.
I’d use five dice. Four Fate dice (those are d3’s numbered plus, blank and minus. I used to be the last defender [you know I love you, SOS] of the name “fudge” dice for these but the word is just so overloaded b/c dice fudging exists) and one d20. It’s good if each player has these.
No more both having score and modifier.
To generate, roll 4dF drop the lowest six times and arrange in any order.
It gives pretty much exactly the same probabilities as 5e, I realized that today and that was what prompted me to do this writeup.
A pre-written number +4dF, duh. And for henches, monsters etc, adding the 4dF is optional. (To convert weapons: average on die + your mod.)
I.e. a rapier in 5e is 1d8+3 if you have +3 dex.
In this proposed system, if you have +3 dex, it’d be 8+4dF. https://anydice.com/program/1499f And, nicely since HP loss is a scalar value, it’s less “swingy”. (I swear, if I hear one more time that the d20 boolean check is “swingy”, I’m gonna… sigh deeply, buckle up and write another rebuttal I guess.)
Allows a wide variety of damages with a bit of variety added.
(Including for morale checks – it’s not “wise” to fight to the death, but it looks cool af, hence cha.)
I talked to Mearls about this one and he kinda agreed (or he was being polite).
This one I’m actually not so sure I would change even if I were making my own game. Nostalgia is a powerful drug for me and I do like the orig six because it makes me feel like I’m playing D&D for real.
I always thought wis and int should’ve swapped names. A wise old sage is learned and know a lot of spells. A hyper aware intelligent ranger can quickly put 2+2 together and spot the tracks through the undergrowth. IDK.
Already implemented at our table – not renamed, but people know that wis is perception and int means how many books your character has crammed and you still need to use your own player skill to solve puzzles, figure out if an NPC is lying, or set out your strategy for handling the dungeon.
I loved Everway’s four categories – integrity, energy, soul, mind pretty much. Earth, fire, water, air.
Or, I loved 3:16’s two. Fighting ability and non-fighting ability. (Kinda where I went when I did the Searcher.)
Naw IDK I’m pretty happy with the six.
This is in the DMG page 263 as a suggested option so maybe it’s not that out there.
Maybe I should try to convince the players to let us go with it?
The skills I’ve kept are once that I thought had some specific meaning in the game.
Like, stealth and perception both have very specific uses when it comes to things like determining surprise, hiding in shadows etc.
When the DMG came out, half a year after we’d already been playing 5e af, I felt that the rules in it came in a few different categories.
And for me, the one rule that qualifies for that fourth category… is the rule to get rid of skills on p 263.
I actually never looked as closely at it, maybe this wouldn’t be such a hard sell. They still get to add their prof bonus, except to all rolls w/ the ability. And it would’ve simplified my life as DM a lot (except now I’ve already learned all the skills and wrote house rules for them etc).