My favourite house rules for Dungeons and Dragons 5E

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  • เผยแพร่เมื่อ 8 ก.ย. 2024

ความคิดเห็น • 31

  • @heyitsMattyP
    @heyitsMattyP  3 ปีที่แล้ว

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  • @ZombieFood1337
    @ZombieFood1337 6 ปีที่แล้ว +6

    I really like the idea that you need to be proficient in a skill in order to help. I may even extend that a bit so it also applies to characters trying to do something that someone else just failed at. Maybe not for everything, but in those "stroke of inspiration" moments that everyone just dogpiles on.

  • @karlbachmanneyrunarson7126
    @karlbachmanneyrunarson7126 6 ปีที่แล้ว +4

    I like nearly all of those rules. I especially like the rule for spell scrolls, that one will definitely be added to my game.

    • @heyitsMattyP
      @heyitsMattyP  6 ปีที่แล้ว

      I'm a big fan of players being able to use the loot they get, so making spell scrolls easy-to-use has been great. They're interesting one-use items that I love to find as a player.

    • @karlbachmanneyrunarson7126
      @karlbachmanneyrunarson7126 6 ปีที่แล้ว +1

      I love getting/giving random spell scrolls. The wizard gets to have more in their spellbook, and the 'Spells Known' classes get to have more versatility.
      You can also give out a scroll that casts a higher level spell than they can cast and that has a nice risk-reward element.
      I found this website a while back. It helps you generate a random spell for your scrolls.
      www.dxcontent.com/5e_RandomSpellTables.html

    • @JosKampes
      @JosKampes 6 ปีที่แล้ว +1

      That one actually surprised me.... Looking at the DMG anyone can try to use a spell scroll anyway, and if it is not on your list you have the same DC as you use...

    • @theDMLair
      @theDMLair 6 ปีที่แล้ว

      Karl Bachmann Stefánsson In one of my games I allow anyone to cast from scrolls. It's a way to introduce new players to spells without thw complexity of playing a spellcaster.

  • @SupergeekMikeDowntime
    @SupergeekMikeDowntime 4 ปีที่แล้ว +3

    I have a lot of these same rules, I’ve never tallied them up but I guess I have a fair number of rules, too!

    • @heyitsMattyP
      @heyitsMattyP  3 ปีที่แล้ว +1

      I end up with even more when you count how many rules which I *think* I've been running correctly but are probably wrong and count as houserules :)

  • @theDMLair
    @theDMLair 6 ปีที่แล้ว +2

    My DM inspiration: I can change my own die rolls whenever I want. I rarely do it (I usually roll in the open) but sometimes, for the sake of cultivating game play, it's an option I can exercise. IMO, it's not different than the DM setting a DC for a check on the fly when a player declares he wants to do something. And, on the same token, it's no different than the DM deciding game stats before the game session when he's creating the adventure and the monsters in it.
    I use minions, too.

    • @heyitsMattyP
      @heyitsMattyP  6 ปีที่แล้ว +2

      Thanks for the sub, Luke! Glad to see minions getting some use out there.

    • @theDMLair
      @theDMLair 6 ปีที่แล้ว +1

      Matthew Perkins You got it man! I never played 4e, but heard about the minons things and was like "sweet idea!"

  • @southron_d1349
    @southron_d1349 5 ปีที่แล้ว +1

    Initiative is a d12 plus either DEX or WIS bonus. Initiative is rolled every round. Ties are treated as simultaneous actions.
    Dragonborn use their Breath Weapon as a bonus action. The Dragonborn also receives +1 to AC due to their scales.
    Flanking is +3, not Advantage.
    Helping someone is also +3 to the die roll.
    At the moment, I have three Bards in the group. Usually, it doesn't make sense to have all three roll separate Performance checks. One Bard rolls and gets +3. A normal gig doesn't require a check, but a roll can be made to see how well they performed and that will affect the tips received.

    • @heyitsMattyP
      @heyitsMattyP  5 ปีที่แล้ว +1

      Big fan of the initiative change to keep combat interesting strategically, but I'd worry extra rolls could slow down combat a little bit. I think I'd try it for fate/time-themed boss battles to keep players guessing. How'd you end up with three bards? Was it planned, or was it like that green-text barbarian situation where everybody rocked up with essentially the same character in the perfect storm?

    • @southron_d1349
      @southron_d1349 5 ปีที่แล้ว +1

      Re-rolling Initiative doesn't slow things down by much. I have five players in two groups and it hasn't been a problem. If anything, knowing that the turn order is about to change adds a little tension.
      As for the three Bards, that group had five players. One moved to Tasmania, the other decided it was golf season. Then one came in and had to leave relatively quickly because of a health problem (she should return sometime). The three who remained just decided to create Bards. We've picked up two more players - a Wizard and a Warlock.

  • @Priestmaster89
    @Priestmaster89 6 ปีที่แล้ว +1

    I must say I was surprised how alike some of our rules are:
    I ban Lucky Feat as well
    Allow for swapping of items more easily
    Drink healing potions as a bonus action
    Proficiency to help with checks (not for all checks however)
    I don't use inspiration at all though, and I've tried milestone but my players seems to prefer experience.
    Background features are flavour only in my campaign
    I provide my players with an array (slightly better than the standard) or let them do point buy, but there's no ability score increases for the races and
    no player can roll the same character and or class in a row.

  • @TwinSteel
    @TwinSteel 27 วันที่ผ่านมา +1

    🥳🫂👍🏿
    Love a good house rule ❤

  • @RobertHartleyGM
    @RobertHartleyGM 3 ปีที่แล้ว +1

    I'm on a rebinge (that's a word, don't look it up) of your stuff and I am quite shocked by how many of these things I quite probably straight up stole from you and then forgot. Many of my houserules are the same.

    • @heyitsMattyP
      @heyitsMattyP  3 ปีที่แล้ว +2

      Oh wow! You really are OG watching this old stuff :) I stole half of these as well -- we're all criminals and we'll all hang

    • @zahaki12
      @zahaki12 3 ปีที่แล้ว

      Love u Rob!!!! Best DM in the world😍😍

    • @RobertHartleyGM
      @RobertHartleyGM 3 ปีที่แล้ว

      @@zahaki12 Thanks but umm, Matthew is right there... and you were replying to a comment where I admitted stealing all my ideas from him!

    • @zahaki12
      @zahaki12 3 ปีที่แล้ว

      Love u too Matthew!

  • @dragonofchaos8518
    @dragonofchaos8518 6 ปีที่แล้ว +3

    Personally don't like the "Hand Wiggling" as it defeats the purpose of taking the Warcaster feat - "You can perform the somatic components of spells even when you have weapons or a shield in one or both hands."

    • @heyitsMattyP
      @heyitsMattyP  6 ปีที่แล้ว +1

      Hey thanks for watching! Fair enough re: hand wiggling. I see it on the flipside though, like it's giving people elements of the Warcaster feat for free rather than making Warcaster useless. I've always personally taken Warcaster for the magic opportunity attacks and seen the somatic part as nice bonus :)
      Any opinions on the other ideas?

    • @dragonofchaos8518
      @dragonofchaos8518 6 ปีที่แล้ว

      Diagonal movement in my games isn't really a big problem as I use large battlemats (giving a ingame area of about 180 * 90 feet). Called shots is something I offer and haven't really had my players use. I like the inspiration idea, and play with a similar rule regarding lucky feat (only Halflings may take it). Utilize the same rules for potions (makes people more likely to look after their own health). I generally stick to the RAW ruling on spell scrolls to allow my only actual caster to feel like they have some other use than getting one-shot by the enemies.
      Edit: Most of my game is Homebrew, of my 5 players only one is playing an official class, and 2 are playing official races.

    • @UnableToFindName
      @UnableToFindName 4 ปีที่แล้ว +3

      @@heyitsMattyP This is over a year old, so it may not be too relevant now but just in case (and for others who may read this) page 203 of the PHB describes spellcasting.
      Under the description for Material components it states "A spellcaster must have a free hand to access a spell's material components -- or to hold a spellcasting focus -- but it can be the same hand that he or she uses to perform somatic components." So the homebrew rule, at least in the example provided, is the intended way already. Warcaster is intended for more weapon-heavy characters that dual-wield or fight with a sword and board (unless your a cleric or paladin, in which case the holy symbol can be used on a shield)

    • @heyitsMattyP
      @heyitsMattyP  4 ปีที่แล้ว

      Hey, thanks for keeping me honest even a year later :) I'm a serial skimmer when it comes to reading rules - no surprise I misinterpreted that one

  • @matteopfenninger5602
    @matteopfenninger5602 5 ปีที่แล้ว +1

    Hello there! Some cool rules here, might try to tweak some and apply them myself. I also have an fairly unrelated question: I have a rather hard time tracking time, especially since in moments where time is a factor, players tend to start metagaming a lot. How can you effectively track time in a game session? Do you forbid meta-talk all together or have some limited meta-clock for it ? :P All kinds of advice would be most welcome :D
    (The example I was sort of struggling with involved a patrol passing a certain point ever X minutes.)

    • @heyitsMattyP
      @heyitsMattyP  5 ปีที่แล้ว

      General Kenobi! Hope these rules work out for you. Please report back, because I'm thinking of revisiting this and publishing a small supplement.
      re: time, I generally tend to keep it abstract, so the most dramatic thing happens at the most dramatic moment story-wise, and only nail it down when I need to gate content or increase threat.
      - When keeping it abstract, I would absolutely have that guard patrol walking past the players at some point, maybe just barely missing them with torchlight.
      - When gating content, I have said, "You have 12 hours before the murder trail goes cold. Each location you visit in town consumes an hour." And I've put a 12-point scale off my screen,
      - When increasing threat, I've rolled a dice and used the number to determine when something happens in combat. "OK guys, you have three rounds before this escalates." I've also seen people use an egg timer during a complex trap, but I haven't had a chance to do that yet.
      Is that helpful?

    • @matteopfenninger5602
      @matteopfenninger5602 5 ปีที่แล้ว

      @@heyitsMattyP Ah sweet, the handling of time beforehand might be the way to go! Makes a little more sense that way. Like that I can create a sense of urgency without having to rush my players as they are doing something. I guess combined with a more abstract ruling of time that should make things more dynamic.
      My aim was to make matters seem more pressing and make the players understand that there is consequence to their actions. (I guess that part was clear to me, but I should have made it more clear to the players on a meta-level beforehand)
      I have a 1 and 1/2 weeks or so to hit the books and tweak certain things to get the sense of urgency across without having to meticulously track time :D
      Kudos for that pun. I see you're a man of culture as well! *tips imaginary top hat*

  • @EtzEchad
    @EtzEchad 3 ปีที่แล้ว +2

    That's funny. You ban the Lucky feat because you want the dice to do the talking, but two minutes later you talk about DM Inspiration that allows you to reroll a die.
    Inconsistent...