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My 16 (new) Homebrew Rules for D&D 5e 

XP to Level 3
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these sixteen rules will surely get your friends going "dude wtf" at the beginning of every session!
FABLES: bit.ly/2Z0ehor
TIMESTAMPS:
Introduction: 0:00
Inspiration Tokens: 1:15
Massive Damage: 3:54
Rolled Hit Points: 5:26
Level 1 Race Feats: 5:40
Crunchy Crits: 6:08
Bloodied & Mortal: 7:15
Achievement Magic Items: 7:47
Magic Item Points: 8:57
Shared Initiative: 9:40
Grease: 10:21
Variant Encumbrance: 10:37
Intelligence Points: 11:04
Quick Attunement: 11:35
Flanking: 11:52
Death Saves: 12:29
Something Lost, Something Gained: 12:52
Conclusion: 14:46
MERCH: www.bonfire.com/store/xp-to-l...
PATREON: / xptolevel3
TWITTER: / xptolevel3
DISCORD: / discord

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18 май 2024

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Комментарии : 2,9 тыс.   
@DSpiritwolf
@DSpiritwolf 2 года назад
Sacrificing your paladin powers to save someone is the most paladin thing I have ever heard. Mad Respect.
@isaacgleeth3609
@isaacgleeth3609 2 года назад
I'd say that kind of selfless act would attract the attention of some good-aligned entity.
@dirkmaes3786
@dirkmaes3786 2 года назад
@@isaacgleeth3609 Is it though - is his love for that one person more important than all those people he can't save anymore because he threw away the power that was entrusted to him by a deity?
@butcanyoudothis3320
@butcanyoudothis3320 2 года назад
@@dirkmaes3786 Paladin abilities don't come from a deity, simply a powerful oath that gives them powers lmao
@colby1398
@colby1398 2 года назад
@@butcanyoudothis3320 Except when they do, because they absolutely can, and have, for all of DnD's history
@butcanyoudothis3320
@butcanyoudothis3320 2 года назад
@@colby1398 Okay? And? They don't need it. That's the entire point. Cope with that
@musingartisan
@musingartisan 2 года назад
When Jack said "How many Paladin levels do I have to give up..." I shot up in alarm. In 40 years of roleplaying, I have never heard a player be so selfless, and sacrifice so much for another player. This is a man that you really want running on your team. Well played Jack, well played.
@IDSearcher
@IDSearcher 2 года назад
Never seen anyone cast Greater Restoration in 3.5e?
@DustySquitoNM
@DustySquitoNM 2 года назад
I’ve only ever played pathfinder and 5e. I’ve never had a player do some shit like that.
@jackoleary6537
@jackoleary6537 2 года назад
Hey thanks!
@AustinLindstrom
@AustinLindstrom 2 года назад
@@jackoleary6537 What was the damage? I'm not familiar with the show / adventure.
@Satori2046
@Satori2046 2 года назад
Totally agree, that was just amazing. Where can I see the actual game where that happened ? Cheers
@nutmegdoesstuff1339
@nutmegdoesstuff1339 11 месяцев назад
"If you're below half hp, you're considered bloody. If you're below 10hp, you're considered mortal." The level 20 wizard: They're the same picture.
@ThaKKatt
@ThaKKatt 7 месяцев назад
lmao, but I think he meant 10%
@bensonfitch6697
@bensonfitch6697 7 месяцев назад
So, like what? 3 hp for the wizard
@ashtonfox2264
@ashtonfox2264 6 месяцев назад
I am a bit worse. Bloodied is 50 percent or less and takes a -1 to ability checks. Mortality wounded is 25 percent or less and they have -1 attack and disadvantage on ability checks.
@MemphiStig
@MemphiStig 2 месяца назад
@@ThaKKatt I considered that too, but honestly, anyone at or below 10 hp is definitely in mortal danger, pretty much at all times. But he didn't really specify the effects of Mortal, so it's hard to judge what he intended with the rule anyway.
@grantsnake
@grantsnake 2 месяца назад
Ive been using 50% > bloodied 25% > f*cked up
@DeeEll1
@DeeEll1 Год назад
My favorite Homebrew rule is having players describe a moment of their life flashing Before Their Eyes before each death save. Just a brief flashback to a random point in their life either from the adventure or before.
@tsk5328
@tsk5328 Год назад
I'm just gonna pocket that quickly, stealth's away. Im going to add that it has to be a single sentence sensory based thing: like the smell of the flowers in my old garden or the feel of my lost wife's hand in mine.
@cewla3348
@cewla3348 Год назад
@@tsk5328 specifically, something long dead. 0 hp? "You feel your wife's hand in yours, beckoning you to her."
@kalebaquinomileib8605
@kalebaquinomileib8605 4 месяца назад
My DM uses this rule too. In early days of our campaing, my graveyard keeper bard was down for some rounds, and every death save I pictured myself digging a grave, strangely the size of my character. On the next one, he was crafting the tombstone, with it's name on it. Pretty cool rule, ngl
@ethancarpenter8075
@ethancarpenter8075 2 года назад
One of my favorite rules is, “I know a guy.”basically once per level you may state the phrase above and quickly sketch out an npc that your character knows who may be able to help. I use this rule so that my players can feel invested in the world and help develop their backstory as we play.
@unknownentityenthusiast6765
@unknownentityenthusiast6765 2 года назад
That’s a good concept
@Vimes839
@Vimes839 2 года назад
Hey! I've seen a similar form of this where you can make skill checks to have players create NPC's they know that are related to that skill. Roll history to contact an old sailor who told stories on the dock, nature to find a hunter from your village, and so on.
@ethancarpenter8075
@ethancarpenter8075 2 года назад
@@Vimes839 not a bad addition
@NoriMori1992
@NoriMori1992 2 года назад
Someone else mentioned using that rule as well. I think it's brilliant. Not just because of the benefit, but because it feels like they're building the world with you.
@ethancarpenter8075
@ethancarpenter8075 2 года назад
@@NoriMori1992 it’s also great because that way you don’t feel like you have to name everyone you’ve ever known in your backstory. You can expand it as it becomes relevant.
@skyleryarroll2369
@skyleryarroll2369 2 года назад
My absolute favorite piece of Homebrew I've cooked up is the Narrative Imperative Roll. It started when the party split for logistical reasons at the end of a major encounter. The Artificer teleported back to the party's base of operations, leaving the Rogue, Wizard and Duskblade to head back to the mainland by boat. Now the boat suffered some damage on the journey and the seagoing half of the party had no way of affecting repairs, so the Rogue asked if maybe he could have thought ahead and pickpocketed the Artificer's magical repair hammer before he left. The Artificer was all for it, and hadn't used his repair hammer since splitting from the party, so it wouldn't break continuity if it turned out that the Rogue had stolen the hammer before the journey. This seemed to me like a very sensible solution to the problem that would keep us from getting bogged down in inconvenient non-plot, so I decided to let the Rogue roll a flat D20 against me, in the open, to see if he had thought ahead. He rolled higher than me, and turned out to have had the hammer all along, saving us about an hour of bullsh*t. We cut briefly to the Artificer in a humorous situation involving a damaged tavern wall, suddenly finding his prized hammer to be missing. From there on out, we've used the Narrative Imperative Roll to make small changes to past events and rules, so long as the changes result in a better game experience and don't break continuity. Most recently, we had a roll to determine whether creatures and items inside an inactive Portable Hole are held in stasis; they aren't.
@paint4pain
@paint4pain 2 года назад
That sounds like a great rule for 5e! The whole mechanic of Blades in the Dark revolves around a similar flashback mechanic leading to crazy situations. For example, while escaping a vampire noble's castle one of the players does a flashback to where he paid a hobo to dress up as a servant and snuck him into the castle the previous day so he could jump from behind the flowerpot onto the vampire chasing us.
@skyleryarroll2369
@skyleryarroll2369 2 года назад
@@paint4pain Neat! It's actually a 3.5 game I'm running. I know the system better than 5e, so I'm more comfortable drawing up homebrew for it.
@aurtosebaelheim5942
@aurtosebaelheim5942 2 года назад
I've wanted to run something similar in Pathfinder (players are using an autosheet though and adding skills is effort). My thoughts were to add an Int-based 'Planning' skill and a Wis-based 'Foresight' skill. When you're in town they both let you put aside carry capacity and money to buy nonspecific stuff. While you're out adventuring and away from somewhere you could buy things, you can convert the nonspecific stuff into things you might need. Planning would have a larger gold value but would store things in your backpack/caravan/etc. Forethought would have a smaller value and a size limit but would let you pull things out of your pockets (another house rule I run is that pockets are swift-action draw, balanced out by them being far more targetable than stuff in a backpack). Realise you forgot to pack ropes when the dungeon's up a cliff - thankfully your character is smarter than you and planned for this. Just learned a new spell and don't have the components for it - good thing your character had the foresight to grab some. Currently going with a simplified version, allowing a flat Int or Wis check to put aside that many gp in nonspecific goods (first time it's been relevant has been after the party got Handy Haversacks, so the weight capacity doesn't matter).
@Sanshaino
@Sanshaino 2 года назад
Oh neat! We've been using this unknowingly in one of the campaigns I'm playing in - we'll do a retroactive intelligence or insight roll to determine if the character at some point realised to prepare something important. It's an amazing time save in a game where half the participants have ADHD.
@skyleryarroll2369
@skyleryarroll2369 2 года назад
@@aurtosebaelheim5942 Stealing this immediately.
@whateverIFeelLike
@whateverIFeelLike 2 года назад
My favorite homebrew rule that I've done is Druids can change into Chalenge rating zero creatures for free. It encourages them to get creative and it doesnt give them an advantage in combat. Also you can talk to animals regardless of what kind of druid you are but only if you can turn into it. So a level 3 Druid can't talk to fish, but a level 10 Druid can
@cameronstandifird8210
@cameronstandifird8210 2 года назад
I like this, nice quality of life for those druids out there.
@iverjosjq8540
@iverjosjq8540 Год назад
I like it but I feel it depends on the campaign, because it looks like it can make scouting and intelligence gathering a cake walk.
@TheEncouragementKid
@TheEncouragementKid Год назад
bro that is the coolest rule ever i wish my dm did that
@celestialtree8602
@celestialtree8602 Год назад
@@TheEncouragementKid maybe you should bring it up to them!
@mekkor0101
@mekkor0101 Год назад
yoinked friend, hope you dont mind :)
@jonnorth4299
@jonnorth4299 Год назад
We've always allowed Strength to be used as a modifier for Intimidation checks. An Ogre isn't necessarily charismatic, but it certainly has the ability to terrify the crap out of someone through sheer force. That a charismatic Halfling Bard could severely outperform some hulking monstrosity because of this has always felt a little wrong.
@techsmechs2485
@techsmechs2485 Год назад
Really, same on that.. when I found out about intimidation, it made perfect sense. Until I found out it's just meant as a redundant re-flavor of persuasion? What even is the point of that?
@trillionbones89
@trillionbones89 Год назад
There should be the distinction wether or not the player threatens with violence or non-physical consequences (e.g. snitching to the guards, destroying their items, etc.).
@celestialtree8602
@celestialtree8602 Год назад
If a player can justify it, I let them use whatever they want for Intimidation. For instance, you could throw a knife less than a centimeter from someone's head to use DEX to intimidate, showing how quickly and precisely you could take them out. Or if you're a wizardy type, you could show off your arcane power to use INT. (Bonus points if the player uses illusion magic for this.) Or you could even just break a bottle against your own head to show just how damn tough you are to use CON.
@ldalexandrite
@ldalexandrite Год назад
@@celestialtree8602 yoooo this makes intimidation checks _way_ more fun! Not anyone can be presuasive, sure, but intimidation can come in all shapes and sizes indeed
@juliabarrow-hemmings6624
@juliabarrow-hemmings6624 Год назад
@@celestialtree8602 This is actually how the rules are written, Intimidation is normally a charisma check yes, but you'll always see it written like Charisma (Intimidation), this does in fact mean you can do things like Dexterity (Intimidation) or Strength (Intimidation). This was a fully intended mechanic, they were just bad at alluding to it and, tbh, most skills fit so well in their categories that it doesn't come up much, Intimidation is probably the best example in fact.
@glitchyrawls3632
@glitchyrawls3632 2 года назад
My brother's game has a rule he's tooling as he goes, which is "going to 0hp does not mean you're unconscious". You fall prone, and you are stunned, but you can crawl 10ft on your turn, and can make one action while you are dying. You still roll death saves, but it can give you the scene where the man you thought you killed manages to drag themselves to the MacGuffin and activate it. But, if you attack the enemy, don't be surprised if they attempt to finish you off for good.
@NMcG07
@NMcG07 2 года назад
I'm pocketing this rule.
@warforgedwarden8021
@warforgedwarden8021 2 года назад
That's a pretty decent rule actually. Definitely cinematic. I do something less complex but for rp reasons. Basically instead of goin unconscious PCs just fall to their knees, using all their effort just to keep breathing and stay alive. I do this because I hide death saves behind the screen, so I can at least give everyone an rp indicator about how their dying friend is doing. Also, if the character does end up biting the dust, they're awake long enough to get some final words or one last important action in before they go to the world beyond.
@OnyxLeigion
@OnyxLeigion 2 года назад
How do you prevent people just potion spamming with the one action?
@D1nomite1
@D1nomite1 2 года назад
ive been thinking about allowing players to fail a death save in exchange for an action
@sbrevoltuion5
@sbrevoltuion5 2 года назад
How does this work if you're stunned? it won't matter that you have an action right?
@skyrederick7338
@skyrederick7338 Год назад
Little homebrew rule I saw on my fyp once, healing potions can be either an action or a bonus action. If you use a bonus action, roll the dice as per normal. If you use an action, you heal the maximum amount instead.
@pacingandmuttering5106
@pacingandmuttering5106 Год назад
NADDPOD just started using this in their new campaign without a primary healer. It seems to be working pretty well so far.
@tsumihitsuki9538
@tsumihitsuki9538 Год назад
So my character is a life cleric from a family who makes healing potions. My DM made a house rule that makes it so healing potions my character made healed the maximum amount every time, encouraging the other PCs to help with gathering herbs and other potion materials. :) (You still need to roll store-brought health potions though.)
@TheJasonmanguy
@TheJasonmanguy Год назад
We have a similar rule but no max dice for actions and it works for all potions.
@ralseibestboi546
@ralseibestboi546 7 месяцев назад
That actually makes sense because if you're quickly trying to down a potion it would spill or you might miss some that's in the bottle
@martinmcdonough2456
@martinmcdonough2456 2 года назад
Me and my DM worked on a concept similar to "something lost something gained." The idea was that a player can access an ability from a higher level in their class that they currently are... for a price. I was playing a shadow monk, level 3, with plans to subclass into warlock at the next level. However, when the party was kidnapped, attached to ball and chains and taken to a lake to be drowned with nothing we could do about it, time froze. I heard a voice ask me if I wanted to make a deal to save everyone, and I agreed. Suddenly, about 7 different eldritch blasts fired out of me, freeing my friends and damaging the kidnappers, and a fight ensued, in which I was even permitted to use hexblades curse. . I had officially made my warlock pact in order to get us out of a sticky situation, however, I didn't get to learn the details of my pact. It was such a cool moment!!
@inkfae9916
@inkfae9916 2 года назад
What was the price?
@raidgod10
@raidgod10 2 года назад
sounds like such a kick ass moment
@martinmcdonough2456
@martinmcdonough2456 2 года назад
@@inkfae9916 unfortunately... My character died. The campaign's still going on so HOPEFULLY ILL LEARN SOON
@martinmcdonough2456
@martinmcdonough2456 2 года назад
@@raidgod10 thank you! it was pretty amazing hehe
@sirsluggard7819
@sirsluggard7819 2 года назад
Kudos to your DM! What a great storytelling moment!
@chucksto
@chucksto 2 года назад
In my campaign we have a “maguffin button” that’s a real button the player presses whenever they want to know there they should go. They’re allowed to press it once per session, and the dm gives them every narrative option that makes sense for the situation.
@Brass319
@Brass319 2 года назад
In my campaign we already use something similar to the inspiration coins, except it's one for the whole table (this is borrowed from one of the star wars TTRPGs) it starts upright, players can flip it instead of asking "is there a [whatever]" or "could I do this?" in order to just have it happen, but later the dm can flip it back as something bad happens example of a real thing that happened in a game: token was flipped by a player to make it so there was a gate into the training yard of the town guard building, that player then did a performance check to distract them with help from another party member as my character used mage hand to steal enough spare uniforms for the whole party then it got flipped again as the guards asked for their autograph, leading to an awkward situation and when asked their name they said "I don't have one" and the guards were like "OH! You're the nameless bard! we're great fans of your work!" and all went smoothly, and the best part is they aren't even a bard lmao
@ShiningDarknes
@ShiningDarknes Год назад
You pull up a dialogue wheel lol
@bartbartholomew
@bartbartholomew Год назад
In my groups, the DM tries to cover that at the end of the prior session recap.
@m2pt5
@m2pt5 Год назад
A really cool way to do this would be with lit-up buttons that go off when pressed, but the DM can re-activate at their discretion. (Maybe similar conditions as the coins, when you get a nat 1 or a crit against you, or just because you're having a bad run.)
@seanknox5785
@seanknox5785 8 месяцев назад
If you explain the options to your PC’s in greater detail, will they need this OP button you speak of? Don’t you think that you are blessing mere mortals with a truly unholy power? Why would you teach a bird to swim? I say, make the mortals work for the prize. Otherwise they are just as fuct as we are. The goal was to live through them with a sense of hope, not mundane road maps to inevitable death.
@fightingfalcon777
@fightingfalcon777 2 года назад
A homebrew rule I have is what I call the “I know a guy” rule. Basically, what it is, is if the party is really stumped/stuck, I will let them create an NPC that they know of that they can get help from. I have final say on whether or not they can come in based on the circumstances, but it gives them a chance to bring something to the world to help them out.
@ultrabigfella
@ultrabigfella 2 года назад
This would make sense for a lot of characters too, from criminals to princes.
@icebergen5384
@icebergen5384 2 года назад
The "I know a guy rule" sounds hilarious! What was the most bizzare/funny NPC your party created with that rule?
@Hermslice
@Hermslice 2 года назад
I love this one! i think it actually exists in the Stars Without Number rules as a perk one the utility class can have.
@ColonelMustache
@ColonelMustache 2 года назад
I've hosted a Powered By the Apocalypse system called The Sprawl that uses this mechanic. Everyone gets one per mission, and the effectiveness of the guy is based on a dice roll. In one heist I said that I knew a guy on the inside who was a double agent, and utilized him to help us get past a guarded area. I rolled poorly, so it worked, but in the chaos the guy got discovered and was shot. It's a great mechanic in that system, would be cool to see incorporated into DnD.
@techbeef
@techbeef 2 года назад
Didn't the dungeon dudes mention this exact rule?
@themace2055
@themace2055 2 года назад
I have a rule in my game called "Routing" where if you're facing off against a large group of enemies that have self preservation instincts and you land a critical hit or roll max damage on a big spell they roll for a fear affect where they run to live another day. It works because the players trigger it by being successful in combat and its just a cool concept to grow their notoriety in the world
@KatieGimple
@KatieGimple 2 года назад
I may have to steal this rule for my own table
@nicka3697
@nicka3697 2 года назад
I do a similar thing where the monsters are outclassed or face something novel like if the party casts a fireball at or near stampeding beasts where I assign a DC and they make a morale check (wisdom ability check). If they fail they flee or surrender, according to the type of creature and the opportunities they have to escape. It's a shame there isn't a morale score in the game but ad hoc works fine. Half the time the party cut them down anyway...
@JacksonOwex
@JacksonOwex 2 года назад
This is just old 2e D&Ds morale, well basically!
@N8_de_Gr8
@N8_de_Gr8 2 года назад
Do you ever have the enemies come back?
@themace2055
@themace2055 2 года назад
@@N8_de_Gr8 yeah! They appear back in the army or group they're apart of
@copperthief9454
@copperthief9454 2 года назад
Jack just freaking gave me chills when I heard him say how many paladin levels do I have to give up. Holy hell that’s a sacrifice play for the ages
@J0eMega
@J0eMega 2 года назад
My homebrew rule: if you have resistance to a damage type that comes from two or more different sources, you gain advantage on saving throws against taking that damage type. So now if you’re a tiefling, and find a cool item that gives also fire resistance, you still get some use from that extra resistance
@williamaldred335
@williamaldred335 2 года назад
I use something similar where you get evasion instead of advantage
@nicholastorres6948
@nicholastorres6948 2 года назад
My personal favorite homebrew rules: "Erm Actually" - To avoid Rules Lawyer-ing stopping us, we take a break half way through sessions so people can grab drinks or food, and if a player reaches out to me about a ruling that I got wrong (and I agree that I got it wrong) they get an extra 1d6 they can add to any d20 role for the session. Birthday Bonus! - if we play a session on the week of or the week after your birthday you gain 1D10 that you can add to any role at any time during the session regaurdless of what it is, Had a Level 1 Fighter deal 30 damage in 1 round because of it. 100% Worth it!
@JacksonOwex
@JacksonOwex 2 года назад
When YOU agree or when they show you the ruling that says you got it wrong, those are two VERY different things!
@nicholastorres6948
@nicholastorres6948 2 года назад
@@JacksonOwex it’s normally a player saying “hey this is how the rule is written, just wanted to let you know”, and if it’s something I got COMPLETELY WRONG (like if I had Crit damage come from a d20 for an extreme example) then yeah I’ll give it to them. But if it’s something that should fall under the “Rule of cool” or a creative interpretation of a spell then I’m not gonna give them advantage It’s a case by case thing. If you can think of some example scenarios I’d be glad to answer them so you get a better understanding on my strange rules
@elf-lordsfriarofthemeadowl2039
@elf-lordsfriarofthemeadowl2039 2 года назад
@@nicholastorres6948 So you reward them for knowing the rules, but only if they aren't a "Rules Lawyer" dick about it? lol you'd love having me in your group. (I hope I'm not a dick about it)
@nicholastorres6948
@nicholastorres6948 2 года назад
@@elf-lordsfriarofthemeadowl2039 Exactly, I don’t mind being corrected cause I know I’m not gonna be perfect! As long as everyone at the table has a fun time at the end of the day then it’s all good by my standards
@BrookeA12
@BrookeA12 2 года назад
I got birthday inspiration like that and as a bard I got nearly 40 on a performance check thanks to a nat 20
@Blu_Moon_Owl
@Blu_Moon_Owl 2 года назад
Jacob rocking the Critical Role 9 Eyes sweatshirt and looking good it. Also congrats on you and Spencer for having a baby
@droidattackonthewookies2277
@droidattackonthewookies2277 2 года назад
@Miley Cyrush💦🍎 what the fuck does this comment have to do with D&D. Fucking bot
@yanivrubin4166
@yanivrubin4166 2 года назад
@@droidattackonthewookies2277 just report these, don't comment on it, it just fills up half the threads with "oh my god shut up"
@shelteredchild8008
@shelteredchild8008 2 года назад
Oh finally the Destiny and Dungeons & Dragons cross over can't wait to cancel out a beholders anitmagic cone with a tether and the then gun down goblins with my six shot golden gun if I could actually roll above a 10 on my attack rolls.
@Blu_Moon_Owl
@Blu_Moon_Owl 2 года назад
@@shelteredchild8008 funny enough there is a Destiny themed TTRPG game
@shelteredchild8008
@shelteredchild8008 2 года назад
@@Blu_Moon_Owl cool I'll have to check it out. I can't wait to see you in Destiny 2.
@sickmind6951
@sickmind6951 2 года назад
A friend of mine invented me to play D&D and I was worried about the language barrier (I speek Spanish, I'm from Mexico) but when I see that last sacrifice and the reaction, my heart melted and now I'm not only I'm going to play D&D for first time in my life, I'm going to start learning English more professionally for be able to have a bunch of experience like that one you're amazing dude, I'm not going to lie, that moment almost makes me cry a little ❤️
@carahuevos
@carahuevos 11 месяцев назад
hay muchos recursos en español si necesitas leerte las reglas bien, y es de las mejores experiencias que puedes tener, ánimo!!
@Riflery
@Riflery Год назад
I kinda have a "Something gained/Something Lost" rule. In our lvl 8 party, the wizard (who was like the figyters little buddy, and best pal) was killed by a warlock in battle. I let the fighter rage from grief out of initiative order, advantage against all spells used against him for 1 in game week, along with doubling his movement speed. As the Warlock ran away and his allies cast spells at the fighter, the fighter completely ignored them, caught up to him, and choked him to death, then went on a rampage massacring the other warlocks, while crying over the death of his only friend. He also RPed disliking all Warlocks from here on out. Never trusting them, and getting a permanent advantage for all saves made against warlocks. In turn, because of his grief, he could not rage for 6 in game months, (The next 8 sessions.)
@TechnoArpan
@TechnoArpan Год назад
That is so fucking cool wth
@risingsun9595
@risingsun9595 Год назад
Love that his character changed because of that moment
@jackoleary6537
@jackoleary6537 2 года назад
Hey y’all, I’m Jack, Jacob’s friend from the last part of the video. Some of you guys were asking what the full consequences of my sacrifice were, and I’m here to deliver answers! For context, Laslow was a Vengeance Paladin 6/Echo Knight Fighter 4. I was completely out of spell slots, but even if I had any, I wouldn’t be able to save Kia. The rest of the party was out of reach. I had to do something, or she would die. So I offered up class levels in exchange for the ability to save Kia’s life. Jacob said he cut my levels in half, but I actually lost two levels in each class. I was reduced to Vengeance Paladin 4/Fighter 2 (that’s right, no more subclass). Laslow had expended so much of his power to save Kia that he was now weakened. We leveled up at the end of the session, and I put another level into fighter to get another subclass. But to further lean into the idea that Laslow sacrificed so much to bring Kia back from the brink, I went into Champion instead of Echo Knight, suggesting that he is no longer able to manifest echoes as a result of his sacrifice. Anyway, go check out Arcane Arcade if you haven’t already. This moment with Laslow is just one of many insane situations that has occurred across the many games/campaigns that the crew has played over the last several years!
@jackoleary6537
@jackoleary6537 2 года назад
And of course thank you to Jacob for the honorable mention and for entertaining my rule of cool propositions. :)
@Klespyrian
@Klespyrian 2 года назад
I doubly appreciate you leaning into the new subclass portion of the sacrifice afterwards. That's awesome, my guy.
@dreamingmage7524
@dreamingmage7524 2 года назад
guys just to add onto how cool jack is he saved my brothers cousins dogs uncles friends goldfish from a horrible accident
@Offwego
@Offwego 2 года назад
Do you feel like you can realistically play with the party now that you are level 7 and they are level 11? I feel like, if only for the hp, it would make things way too deadly for your character now.
@Wulf6491
@Wulf6491 2 года назад
You are an amazing player. Seriously. The level, and layers of epic that this is! First the self sacrificing nature of the act is awesome, and it makes sense for the class. Then nerfing your next level to reflect the lasting weakened state your character was in! Oh! As a fellow player, as a DM, just... *chefs kiss* I have had players do things in this vein, the self sacrificing and giving up certain powers (never a level) and it always feels like the most amazing moment ever. Thank you.
@schylerfontenot7358
@schylerfontenot7358 2 года назад
My favorite homebrew rule is “Bonus Level Up Perks” from the Dungeon Coach here on RU-vid. It’s the idea of the DM making custom abilities for players that you give out on level ups or at key moments in the story, that personalize your players’ characters more. For instance, you have a player that loves the gust cantrip, despite it not doing damage? Give them a perk that makes gust do damage and have a bonus effect too.
@zootsalure1164
@zootsalure1164 2 года назад
I have a player using a barbarian/Druid multiclass right now, and after a big story beat when she met the wildmother, I gave her a bear totem that grants her the ability to wildshape into a bear and rage on the same bonus action.
@schylerfontenot7358
@schylerfontenot7358 2 года назад
@@zootsalure1164 that sounds really cool to me and is a perfect example of what i mean! really helps get players feeling like they're special and play into the fantasy of their character!
@spuddlingbob8724
@spuddlingbob8724 2 года назад
@@schylerfontenot7358 I had a PC gain basically a permanent See Invisibility trait, I gained a "third" eye, that I could use 3 times a day that worked like the See Invisibility and Detect Magic spells combined with a bonus action, I shut my eyes and opened my inner eye and could see much like Frodo when he wears the ring.. I had disadvantage on trying to make attack rolls and foes had advantage towards me, same with saving throws as it was meant as a pure utility trait. Really liked that trait and it felt so cool when I gained it I actually used it alot to!
@FFXIForge
@FFXIForge 2 года назад
@@spuddlingbob8724 I do this in my campaign and it's been wonderful. Players like getting super specific crafted abilities that highlight the way that they are offering their particular class, and it helps with them being about to utilize the Bonus Action and Reaction for a wider variety of things!
@EtzEchad
@EtzEchad 2 года назад
I love that someone would sacrifice levels in order to save a friend. I would definitely do that in my games if it came up. It's kind of like a wish spell at lower levels. Much respect for that guy.
@cormorantcolors6791
@cormorantcolors6791 10 месяцев назад
The paladin levels clip legitimately gave me full-body chills. I’ve been in campaigns that used bargaining before and it’s never not heart-wrenching.
@shitty_wizard
@shitty_wizard 2 года назад
Homebrew rule: I know a Guy! Once per session a player can ask the dm if they know a specialist or someone involved in something and then they can roll a charisma check (average dc is 15) and they can know a guy. This worked super well for my modern day DnD game where they played detectives in a city. This would help with leads or let them get more information on the city or suspect along with giving more RP opportunities
@Harrowed2TheMind
@Harrowed2TheMind 2 года назад
This used to be a Gather Information check in previous editions, which Pathfinder 1E simply joined with the Diplomacy skill.
@Chance57
@Chance57 2 года назад
Where is this from? I see like four other comments with this verbatim name and description. Is the another channel out there dropping dope homebrew rules?
@shitty_wizard
@shitty_wizard 2 года назад
@@Harrowed2TheMind Oh damn, I should really look into pathfinder then. Didn't even know they had that.
@XxShadow101xX
@XxShadow101xX 2 года назад
Oh cool! Almost like the "Sage" background, but with people instead of books! Love it!
@madmanmax120
@madmanmax120 2 года назад
This sort of thing would be great to integrate with people's backgrounds. Someone who was a sailor should know a couple folks at the fishing tavern, or an acolyte can get easy access to a religious library because the head priest was their teacher. Fun stuff like that. The Burning Wheel has a "circles" mechanic which basically functions like this as well, but you roll for it. No matter what you roll, you know the person. But if you roll poorly, they might hate you or want something in return for helping you out.
@LukeLavablade
@LukeLavablade 2 года назад
"Something lost, something gained" also works on a smaller scale. I remember a situation where the party was in a hall of mirrors, and couldn't block the path but also couldn't see the enemies around the corner that were about to move past them to try and grab the artifact they were searching for. The Monk asked if there was a way to try to make an opportunity attack against someone walking past and stop them in their tracks. Technically, they couldn't, but I said that if they spend 3 Ki points, they can gain the Sentinel feat until the end of their next turn. They took the deal, but unfortunately missed on their attack. But it was a reasonable thing for them to try, and the cost they paid was very high. This was a good moment though, since it taught the party the value of stopping enemies movement. The other Monk in the party ended up taking Sentinel and it has come in clutch, especially against flying enemies. If the player has an idea to try something the rules don't let them do normally, let them do it just this once, and let them pay a really high cost for it. Resources you might consider: Ki points, Spell slots, Sorcery points, Magic item charges, Action surge/Second wind, RAGES, Channel Divinities. Remember it should always be absurdly inefficient for someone to do something like this. For example, letting Hrongar the Barbarian use all his rages for the day to scare away all of the goblins except the leader seems like a fair trade, especially when you know this isn't the last fight of the day. It should never be an obvious trade, it has to be risky. Otherwise it will happen too often and it won't be special.
@tmryns
@tmryns 2 года назад
Could they have just readied a grapple?
@LukeLavablade
@LukeLavablade 2 года назад
@@tmryns Good question, but no. They had already used their action to attack someone else.
@Shalakor
@Shalakor 2 года назад
@@LukeLavablade Did they have Stunning Strike yet? You can apply that to an opportunity attack if it hits.
@Harrowed2TheMind
@Harrowed2TheMind 2 года назад
About Crunchy Crits, the Dungeon Dudes offered a pretty simple solution to avoid it being overpowered. You simply add the maximum value of the base weapon damage die (ex: the 2d6 from a greatsword), and not that of special abilities (Sneak Attack, Smite, etc.). Still makes a difference and avoids the disappointment that stems from roling a 1 on a crit! XD
@derigel9783
@derigel9783 2 года назад
In earlygame this would be fine, but past Lv 5/6 it gets almost useless...
@FlatOnHisFace
@FlatOnHisFace 2 года назад
@@derigel9783 I'm sure it's fine, considering it works both ways and is just a small bonus to how the official rule works. Once you get to higher level, you'll have plenty of cool options available that criticals with smites, inspiration dice, sneak attacks, elemental bonus damage, and the like are already getting double-dice or you aren't relying on them for damage output anyway. It is when your damage primarily comes from your weapon dice that you need a crunchy critical to feel relevant.
@derigel9783
@derigel9783 2 года назад
@@FlatOnHisFace But you just said that Smite, Sneak Attack, ect. don't get added...
@FlatOnHisFace
@FlatOnHisFace 2 года назад
@@derigel9783 I'm sorry if this was unclear. I believe the way it is meant to work with the Crunchy Crits house rule is as follows. Effectively roll each die twice (so far, standard). But maximize the weapon's base damage die instead of rolling it, while rolling the bonus dice for the crit. So, if a paladin is dealing 1d10 damage from a 2-handed longsword and adding 2d8 damage from smite, she deals 1d10 +10 +4d8 +STR damage. Under normal rules, this crit would deal 2d10 + 4d8 +STR damage. So what I meant to convey earlier isn't that sneak attack and the like aren't added, but that they aren't maximized.
@derigel9783
@derigel9783 2 года назад
@@FlatOnHisFace I think that the version where you dubble the dice and maximize the original half of them you get something that is closer to what gamers think of as a *crit* in video games, where it is usualy 1,5x to 2x the normal damage. So a Paladin crits and smites with his twohanded longsword, it becomes 26 + 2d8 + 1d10. Its also easyer to explain to newer player who can be quite overwelmed sometimes. It also garanties that a crit does a FUCKTON of damage, what its supposed to be.
@ShadGray
@ShadGray Год назад
Rule we use that has worked well: When a PC goes to Death Saves and gets revived (healing spell or whatever that pops them up and back into the combat), they come back with 1 level of exhaustion. This gives players a reason to heal each other BEFORE someone goes down, gives a fun mechanical and rp consequence to near death experiences, and prevents combat from feeling like whack-a-mole.
@urfork1
@urfork1 Год назад
I like this rule, but only works in a party with a healer, and not very well at lower levels. As a sorcerer I’ve permanently had 2 exhaustion points due to our party not having a healer and having like 14hp at level 4. It’s nigh impossible to not take 50% of my health in a single attack, and we just can’t long rest enough to remove the exhaustion.
@Gallacant
@Gallacant 7 месяцев назад
You made a lives system with extra steps.
@Squaredasher
@Squaredasher 2 года назад
My favorite homebrew rule is the falcon punch. It's pretty simple- as a paladin, you can use divine smite on unarmed strikes. I wouldn't allow it to be used in conjunction with flurry of blows for obvious reasons, but it's mostly just there to allow for flavor stuff like finishing off villains.
@keeganwolters3837
@keeganwolters3837 2 года назад
Paladin Monk is my favourite theoretical multiclass, but they're MAD as hell so the Flurry of Smites is pretty hard to use
@palikia3233
@palikia3233 2 года назад
What about monk rogues sneak attacking with hands?
@N0orx985
@N0orx985 2 года назад
@@palikia3233 Unarmed Strike Sneak Attack. Aka you're coming from behind and just low blow your enemy
@MixMastaShiz
@MixMastaShiz 2 года назад
Honestly the spell slot cost for divine smite is enough that I'd even allow it with flurry of blows
@keeganwolters3837
@keeganwolters3837 2 года назад
Genuinely yeah. My dm allowed a Four Elements monkadin to smite using Ki points
@paxtonjones2512
@paxtonjones2512 2 года назад
A simple Homebrew rule that I use in my games is allowing my PC's to drop their initiative down by whole numbers (min 0). So, if a barbarian who got an initiative of 17 wanted to go after the wizard at 14 he could instead of reading an action and use his reaction to do the readied action. Drop his initiative to 12 for the rest of combat. This allows my players to coordinate better as a team at the tradeoff of letting the monsters go before them sometimes. I do not let my players drop their initiative below 0 and I must be careful with magical effects that last until the players next turn, but this hardly ever comes up and the utility of this rule far outweighs that inconvenience.
@KatieGimple
@KatieGimple 2 года назад
What I do is let players delay their turn to any later spot in the turn order, but any magical effects will only last until your original turn place (e.g. if you got 17 on initiative and you have a buff that lasts until your next turn, but you delay your turn to initiative 5, it will still expire on initiative 17, and any affect that is until your next turn you create will still only last until initiative 17, not initiative 5)
@hawklegs6940
@hawklegs6940 2 года назад
@@KatieGimple Is that ever hard to keep track of?
@sikerscry6865
@sikerscry6865 2 года назад
Pathfinder first and second edition both have this rule and it is something I wish that D&D 5e had. It gives the players more opportunities for teamwork plays.
@aLuCaRdHTTB
@aLuCaRdHTTB 2 года назад
Isn't that just the delay action rule?
@apexkonchu2234
@apexkonchu2234 2 года назад
@@aLuCaRdHTTB Holding your action is far more limited. Performing a held action requires you to use your reaction, and you also can't hold your movement or bonus action.
@denimator05
@denimator05 2 года назад
I've been doing secret death saves for a while now and it really does make battles more climactic while also cutting down on metagaming. I DM a campaign with a lot of very difficult combat and lots of near-death, and this way people will be more focused on saving their fellow party members from death instead of doing what might be more optimal. Since adding this rule we've had 0 character deaths, since saving a dying party member is always their first priority.
@SillySyrup
@SillySyrup Год назад
13:51 This moment is so wholesome. So creative and supports rule of cool. Jack made such a statistical sacrifice to make a great story. Respect to this man, and the DM who allowed him to do it.
@SeanLaMontagne
@SeanLaMontagne 2 года назад
I really like Seth skorkowsky's encumbrance rule, where it's just an illustration of a backpack, and you have to figure out where all of your inventory fits in order to justify your ability to carry it. That way it doesn't require you to have to do a bunch of math, and it's not quite as rigid, but it's still sets limitations.
@8-bitsarda747
@8-bitsarda747 2 года назад
I like mine. We ignore it
@IseeDeadLlamas
@IseeDeadLlamas 2 года назад
Resident evil 4 attaché case lets gooooo
@h.j.froehlich326
@h.j.froehlich326 2 года назад
My eyes unfocused halfway through reading your comment and I had a brief moment of thinking "Why would you have to do a bunch of meth?" before I backtracked and my eyes cleared up again.
@SeanLaMontagne
@SeanLaMontagne 2 года назад
@@IseeDeadLlamas honestly yeah
@vyxxer
@vyxxer 2 года назад
ATACHE CASE HOMBREW??!!! Yes that's a fuckin great idea. Uhh umm. Give items based off of weight and size used some nerd math to determine square sizes for that. The similarly convert backpack + strength mod to determine block sizes. AND BAM players now get to play tetris after looting that chest.
@crownlessking6436
@crownlessking6436 2 года назад
Similar to D20's "Box of Doom", I use a spare dice tray for what I dub in my game, the "Tray of Death". Whenever an enemy does an attack that could turn the tide of the battle, an important conversation needs a Persuasion roll, or something that I as the dm dub important and drastic, that roll is made public for the whole table to see and fear.
@Maadcapminis
@Maadcapminis 2 года назад
I use the coffin from my Strahd set for literally this lol
@DoesNotComphoot
@DoesNotComphoot Год назад
This is a bit of a necropost, but it looks like they're about to start selling replica Boxes of Doom
@LemonMoon
@LemonMoon Год назад
@@DoesNotComphoot They are, and I have one, and in the last session of the campaign which was a few days after it arrived I pulled it out and the players freaked out. We had been using a small cat dice tray from etsy, so it was a big contrast.
@abettermind
@abettermind Месяц назад
You've tasted the tension of sometimes rolling in front of the players, and you haven't started rolling EVERYTHING in front of the players? Tisk tisk. Open rolling is the way. Fudging turns every victory or defeat into nothing more than a DM handout.
@bob-859
@bob-859 Год назад
I use a pretty minor homebrew rule, I can count the number of times it’s come up on one hand. If you roll double nat 20’s with advantage, you get an extra benefit to what you normally would for a nat 20. My favorite is if it happens on an attack roll, instead of a normal crit, you get to roll all the damage dice with advantage
@LordPyro25
@LordPyro25 2 года назад
My group’s DM came up with a neat extension of the Inspiration system (we still use RAW Inspiration and there’s a bit of overlap) He created a system called “Deed Points” where if a character attempts or achieves something cool; like jumping out an upper story window to chase a bad guy and not splatting on the ground at 0 HP, or succeeding on a personal quest like getting back a family heirloom that was stolen, then you earn a Deed Point. Now there’s three levels of Deed Point and depending on how cool the thing you tried was, and whether or not you succeeded the point is more or less valuable. There’s Copper, Silver, and Gold points and each point can be used for a different effect -Copper Deed Points can re-roll any die that isn’t a D20 (like a damage die or a bardic inspiration die) -Silver Deed Points can re-roll a D20 -Gold Deed Points can grant you an additional Action, Bonus Action, or Reaction (kind of like and Action Surge) The interesting bit is that you can only have a max of 3 Copper, 3 Silver, and 1 Gold Deed Point, and you can turn 3 Copper into 1 Silver, or 3 Silver into a Gold. So the trick is that if you hoard Deed Points or don’t convert them you could miss out on earning more. So far the system’s working really well and has lead to some neat stuff like when a few of us used our Gold Deed points during a big fight with some Orc raiders to try and keep all their captives alive
@shieldgenerator7
@shieldgenerator7 4 месяца назад
how do you use a deed point?
@bernatgarcia6348
@bernatgarcia6348 2 года назад
Sometimes I have monsters or enemies have 2 ACs, you hit the high one it does full damage, hit the low one it does half damage. It's a way to make your players feel like they're not wasting their turns just failing attacks + having potentially more durable monsters and enemies to add challange
@nikkothegoblin
@nikkothegoblin 2 года назад
For bosses and or armoured opponents, I think this would work really well for displaying the skill of a character who's able to find chinks in the armor for max damage.
@KatieGimple
@KatieGimple 2 года назад
That's cool. I might think about adding something like this to my game (at least for more durable monsters)
@AnaseSkyrider
@AnaseSkyrider 2 года назад
I've thought about that homebrew myself as a feature to how armor in general works. But as a monster feature (instead of a rebalancing nightmare), it's brilliant. I'd call it "Glancing Class" if I ever had an opportunity to use this idea.
@andreitagaro5408
@andreitagaro5408 2 года назад
I found a homebrew rule that's when a player hits the monster's AC (ex. attack roll is 15 and monster AC is 15), The attack hits but half damage.
@AnaseSkyrider
@AnaseSkyrider 2 года назад
@@andreitagaro5408 This is technically a nerf to damage output, but possibly a good one if you want more rounds in combat (combats that narratively last longer than 6 to 12 seconds). An alternative I've heard is that if you just barely miss the AC (so you rolled AC-1), you glance instead of missing. Which would increase output.
@RobotRock50
@RobotRock50 2 года назад
The coin inspiration system is very similar to the Star Wars: Edge of the Empire system of light side/dark side points. At the start of a session you roll to see how many points there are between the players and GM. The GM spends dark side points to give enemies advantage or players disadvantage, while light side points do the opposite but are used by the players. When a point is spent it goes to the other side, players are encouraged to spend them often as they go back and forth. I will add they aren’t as powerful as advantage in 5e, this system doesn’t use d20s.
@jon5047
@jon5047 2 года назад
I thinking just that same thing lol
@ramsolo8819
@ramsolo8819 2 года назад
Thought so too. Good thing is, already have that stuff so if I implement this rule, I can just use the destiny tokens for it
@yanivrubin4166
@yanivrubin4166 2 года назад
That sounds awesome!
@KingsBard
@KingsBard 2 года назад
Well he did say it was from other systems
@Closer2Zero
@Closer2Zero 2 года назад
I don’t know if I’m understanding this correctly, but that sounds a lot like the memory gauge system in the digimon Tcg, where you spend points there on your side of the gauge until it pushes past zero to your opponents side of the gauge. And that sounds like a really interesting thing to add into a game like this. Where you could spend your “points“ to influence chance and fate ““ to make something good happen for you, but in doing so it pushes the gauge farther towards the DM who gets to use those points just like you do but for the enemy/evil side. So if you wanna pull out something crazy, you spend a bunch of points on this “fate gauge“ and you get to do it, but by doing so you give points to the side of evil to twist fate in their direction in an equal way. Kind a like the coin system Jacob mentioned as well as the something lost something gained system he mentioned. I don’t know how to balance that would be but it sounds super interesting
@asmund8436
@asmund8436 Год назад
Fun homebrew rule I use is if a player rolls a natural 20 on initiative, they can choose any number they want after all others have rolled Initiative, and that would essentially be the number they rolled. For example, if they wanted to go immediately after the paladin who rolled a 15, they could choose a 14. They still don’t know what the enemies rolled however, so it makes a fun little risk vs reward minigame. Usually the player just chooses like 1,000’ or something but its nice to give players options
@dungeonfreak7655
@dungeonfreak7655 9 месяцев назад
That's really cool! I usually just let them go first (and last on a 1) even if initiative bonuses would change that.
@shieldgenerator7
@shieldgenerator7 4 месяца назад
my homebrew rule: you can choose to manually lower your initiative roll to any value at the start of combat. so if youre the wizard who happened to roll higher than the barbarian, you can choose to lower your initiative roll so you go right after the barbarian so he can go in first
@gregorywilliams7134
@gregorywilliams7134 9 месяцев назад
We use chunky crits but we also double damage modifiers, so the damage output is even crazier.
@DrewconicSorceress
@DrewconicSorceress 2 года назад
Glad to know I'm not the only person who cares that grease should be flammable. One of my big homebrew rules is patron boons! I love warlocks but what I love more than warlocks is when warlocks get to interact with their patrons, so every time one of my players make a warlock I come up with a basic minor bonus ability based on the specific being that acts as their patron, and then I allow warlocks to barter with their own patrons on occasion to bolster that boon or gain new boons of a similar nature. I think this would actually work really well with the something gained, something lost system you use.
@intelli-gent9863
@intelli-gent9863 2 года назад
This. It definitely makes things more interesting when they get to commune with their Patron. I do the same thing too, it makes for great character moments.
@lucyla9947
@lucyla9947 2 года назад
Also I'd research the god they picked and if the god is especially known for helping out their Followers then I'd also use that, like if they have a creature or an Artifact they loan to their Followers in times of need, incorporate it.
@zalianth15
@zalianth15 2 года назад
In the campaign I am currently in, I created a pact with the old one warlock( I mainly play warlocks), and as it turns out the BBEG is an Old God, meaning our main enemy is heavily implied to be my patron. The best part is the DM is fine with this, as since I can never think of a patron, they picked the patron for me. This also means I can sometimes do special things like understand eldritch speech and stuff like that, so we have a joke that I am the "main character" of the campaign. Fortunately the DM realized this and has started focusing on the other PCs.
@ellewong137
@ellewong137 2 года назад
If you want more ideas for patron boons, Van Richter’s Guide to Ravenloft has something called “dark gifts”, which sound really similar to what you are describing.
@jemm113
@jemm113 2 года назад
My DM did just this with my old Samurai Hexblade. Since Yoshitomo was wielding the (mostly drained) Muramasa, he was cursed to feed it blood or be taken over. He was a bit of a dumbass though and never thought to bargain with it until he almost killed a few party members from bloodlust. Once he did he was able to implement some safety nets with the blood feeding and managed to haggle for extra powers like a few free misty steps in a day, etc. at level 8 or so the Muramasa had consumed enough blood to grow into its Nodachi form! Though the campaign ended soon after and was replaced. Currently I have a Hexblade Shadow sorcerer that wields a scythe. His fractured ego/jungian shadow is his patron as it gained sentience after a mishap with stabbing a politician that was secretly a lich! Every once in a while the DM will chime in as my inner voice in the ‘secrets’ voice channel of our discord calls so when we go back into the main chat, I’ll continue talking to my patron as if what was previously a silent character started unwittingly talking to his patron/self out loud. He’s also a conspiracy theorist with the Shadow being an enabler so my fellow players are having a RIOT from all this.
@MegaHasmat
@MegaHasmat 2 года назад
This was an issue the last time. The flanking bonus, though OP don't get me wrong, is not about not being able to SEE both opponents, its about it being hard to defend from opposite sides at once
@Gladedancer
@Gladedancer 2 года назад
I used this early on in my last campaign, but found it to be too intrusive on existing feats, and abilities like pack tactics. It also made combat a bit more brutal for both sides, too much about positioning leading to ridiculous conga lines, and less about great narrative moments. We had a mid campaign session 0.5 to discuss removing it, and my players agreed.
@MegaHasmat
@MegaHasmat 2 года назад
@@Gladedancer i haven't run a game in a bit, but from now on I'm just giving a +2 bonus for flanking. Pack tactics still gives advantage since that's kind of the thing that makes wolves useful as a threat.
@GalvanicChoir
@GalvanicChoir 2 года назад
This is what I came to the comments for haha. I don't care how many eyes you have, two dudes ganging up on you is not a funny experience.
@cougar71624
@cougar71624 2 года назад
I just give an AC penalty of -1 for every melee combatant engaged with the target, doesn't matter where the creatures are standing. 3 of you swing swords at one enemy? great, teaming up on them makes it hard to defend! But when you get swarmed by a squadron of fairies, you can bet the majority of them are going to hit you. I feel the need to point out I also use us-and-them initiative, the PCs go then the enemies go. This makes it very easy to tell how many attacks there are on a target because they all go at the same time.
@CrazyLikeUhFox
@CrazyLikeUhFox 2 года назад
In my campaigns it’s +2 bonus to hit when flanking an enemy diagonally, and advantage when flanking an enemy from opposite sides. I don’t care that it’s strong, attacking someone from opposite sides should MEAN something. Having an opponent behind you and in front of you in a real sword battle would be a death sentence. And hell yeah I use it against my players, put the fear of god in them and watch them start strategizing on battle formations.
@snoulbora2050
@snoulbora2050 2 года назад
@XP to Level 3 The name you are looking for at 7:47 for the level up or achievement magic items are called "Living Weapons", they were part of 3.5e except each time the user would level up they would change each level. Take a gander at those they are pretty cool, they also have certain lairs that are tied to those as well. But the achievement items are pretty cool though for interactions with the world.
@CrimsonKamina
@CrimsonKamina 2 года назад
The one rule I usually go with is multi classing characters can reach max level for all their classes so long as they only have 2, gives level 20 parties a reason to keep playing outside of just enjoying the campaign, and also let’s players try out fun and insane combos. (Plus it’s fun to not have to miss out on a cool feature for your class)
@NoriMori1992
@NoriMori1992 2 года назад
That "Something Lost, Something Gained" rule sounds amazing. In the specific example you gave, it feels like those anime moments where the hero is so desperate that he taps into his heroic resolve to do the impossible, basically going Super Saiyan.
@MonkeyJedi99
@MonkeyJedi99 2 года назад
Or breaking the sword sealing their satanic bloodline powers to try and save their school (and possibly the world) Yeah, I recently watched Blue Exorcist. The show really pissed me off the way they started their second story line by completely ignoring most of the character development of the previous story line. They go from characters having the mindset of "wow, this dude is the son of Satan, but he's our loyal friend" to "I hate and fear this guy who I refuse to understand." - Sorry, I'll stop ranting.
@maxshaw1930
@maxshaw1930 2 года назад
For my group, I've implemented what I've dubbed a "soft crit" which occurs when a player scores 10 above a creature's AC, granting an additional 1d4 of appropriate damage. This dice also scales with proficiency where when you have +3 to proficiency, you now use 1d6, and so on. The only quirk it has is that it is unaffected by regular crits, thus the extra damage die will not double I implemented it after a long campaign as a character with elven accuracy and feeling underwhelmed whenever I kept rolling like a 28 or 31 and having the same effect as someone who rolled a 16. So for, it's promoted lots of collaboration and strategizing, and even if my players don't get a nat 20, there's that extra bit of excitement knowing they at least performed a cool enough attack to warrant a little extra damage.
@nessa-parmentier
@nessa-parmentier 2 года назад
I like that one Recently I've played pathfinder 2nd ed which has a "10 above a creature's AC = crit", which is.... brutal to say the least. Though that's the kind of thing I would do myself as the DM passively rather than adding dice to roll for the players, with a comment explaning that it hit really hard or something (BUT idk if it would solve the underwhelming feeling you talked about)
@ryanhacking6902
@ryanhacking6902 2 года назад
Does this rule stack with multiple types of damage, like if you used a weapon attack + divine smite would it do an extra 1d4 slashing and radiant? just want to know what you do.
@maxshaw1930
@maxshaw1930 2 года назад
@@ryanhacking6902 I typically just stick to a single 1d4 of damage so as to not have the system exploited too much. As for the damage type, I generally keep it as the weapon's damage type or spell's damage type So in the paladin scenario, I'd rule it as adding an additional 1d4 slashing damage on top of whatever other damage and effects they chose to dish out that turn
@maxshaw1930
@maxshaw1930 2 года назад
@@nessa-parmentier I mean, I'm no game designer, so this definitely isn't gonna 100% solve the problem I had, but it's a nice little bonus my players can always look forward too if they keep rolling 19 and 18s instead of 20s
@LightPink
@LightPink 2 года назад
One more damage per 5 points above AC that stacks with crits could replace this.
@Kopa_Malphas
@Kopa_Malphas 2 года назад
Flanking being a +2 instead of advantage is a HUGE game changer for the gameplay, and honestly, it leads to a much more balanced play session. Drinking a health potion as a bonus, administering one being an action (I play heavy handed when it comes to combat, my players need the healing and this works exceptionally well if you want to go a bit more "HAM" as a DM) Rule of Cool is always a good option to a point, but if a player wants to do it they can, if they have a plan for it, I lower the DC, if it's a good plan I lower the DC again. A good plan, and quality roleplay. Speaking of Quality Roleplay... If a player is able to roleplay out of a situation, I can and will give it to them. Negotiations, debates, talking their way out of a fight via de-escalation, and in general taking the time to try and roleplay their way through (OR if they're not quite comfortable with Roleplay just yet, having them give me a few key points their character would mention.) If they roleplay well enough, or provide their points well enough, I will lower the DC of the social skill role they need to make, if not give it to them all together.
@wesleywyndam-pryce5305
@wesleywyndam-pryce5305 Год назад
what i don't get about letting your players bonus action potion "because I do hard combats" is that you can run just as hard combat without that rule with less creatures/weaker ones because you're not letting the party heal as a bonus action consistently. you have to make the combats even harder to compensate for allowing this rule to keep the same feel. the only way this makes any sense to me is if you kept fucking up encounter building and instead of improving you just gave the party a handicap to compensate. also the roleplay one confuses me, obviously PCs should be able to talk their way out of or into trouble with no dice rolls at all. dice represent uncertainty, if there's no uncertainty then dice should not be rolled. this is just normal play.
@NeonBlacklightTH
@NeonBlacklightTH Год назад
I've added two homebrew rules in my campaign and everyone seems to enjoy it thus far; Drunkenness and The Shifty Merchant. With the Drunkenness rule setting, alcoholic beverages have an effect that increases your Drunkenness level by a certain amount starting at 1 and rising all the way to 10. With each stage you gain certain buffs like with Level Two Drunkenness you gain a +5 bonus to your Charisma but you suffer a -5 penalty to your passive Perception, to Level 5 Drunkenness where you have advantage on your attack rolls and saving throws but you suffer a -5 penalty to your AC, all the way to Level 10 Drunkenness where you just fall unconscious and waking up until the next morning. There's more to this ruling and those are just examples, and I've made drinks in my campaign that works similarly to potions like restoring hp or adding additional effects and so forth. The Shifty Merchant ruling is just something I've made up as a special in-game week event if they're lucky to catch them. Every so often a Changeling merchant will travel to the party's current town residence in a magic caravan shop, selling a wide range of randomly chosen special items at 50% reduced price. This is just a way to give my players homebrewed items I've made (I'm a serious homebrewer and have made over HUNDREDS of homebrew items, creatures, classes, and more in my downtime.) as not only the type of item is randomized but also the quality. So one day the merchant could be selling a Rare Shortsword, the next the merchant will be selling an Uncommon Whip or even still be selling the same Rare Shortsword. The real treat is when 1 irl month passes by where on the next visit of the Shifty Merchant, he'll be selling one random Legendary item at full price. Now if the players have the money for it, they can buy it. If they don't, they can instead perform a task for the Shifty Merchant in exchange. This task can range from "Go find this one man who owes me a debt." only to find that very man has been taken by The Bagman, or "Acquire me a special trinket that I've had my eyes on for a while" only to discover that it's being held by a Greatwyrm. Quests and journeys that makes the reward well worth it, and if they just so happen to miss the Shifty Merchant while he's selling a Legendary item, he'll still have it in his possession on the next encounter with him. I've also made it so that the Shifty Merchant couldn't be robbed of his magical items by the players just in case they decide to get too greedy lol The Shifty Merchant is a LV20 Bard from the College of Lore and knows spells like Teleport and Hallucinatory Terrain among other spells that would leave a party of adventurers to a screaming halt.
@Ratthew69
@Ratthew69 8 месяцев назад
Im totally yoinking your shifty merchant for my game! Thank you for spreading your creativity
@NeonBlacklightTH
@NeonBlacklightTH 8 месяцев назад
@@Ratthew69 You're quite welcome, I also have it where is carriage is pulled by a Valenar Steed who helps the merchant and the carriage to get around via teleportation magic, but you can change it into something else more fitting to your campaign like a Giant Ram, two Giant Striders, or even something like a Dragonnel to help carry the caravan across the skies with ease whenever it takes flight. It's also to help further ward off players from attacking the caravan because if they do, not only do they have a powerful Bard to deal with, but also a quite possibly pissed off Wyvern or two as well.
@Lordlaneus
@Lordlaneus 2 года назад
one of my favorite homebrew rules is "use them or lose them" for animal companions. If you forget about your animal companion for to long, the dm makes an invisible roll for them to wander off, and the party will have to go do a small quest to get them back.
@chrish4439
@chrish4439 Год назад
That's just seems unnecessary and tedious. I don't understand why you would lose them by not using them...
@Lordlaneus
@Lordlaneus Год назад
​@@chrish4439 This might come down to a difference of preference (cooperative story telling vs mechanically engaging adventure simulation) But my reasoning is that an animal companion should feel like its present in the game, even if that just means an occasional interaction that mostly serves as flavor. It also helps prevent scenarios where the party (and gm) suddenly realizes it doesn't make sense for the animal to still be present, and you have to break the flow of the game, to retroactively figure out what happened to them. But if you're running a campaign where combat is significantly more prominent than role play, then I agree that this would be more tedious than helpful.
@shieldgenerator7
@shieldgenerator7 4 месяца назад
as a more story-driven player, i like this rule. if you forget about them, you wouldnt even notice them wandering off, getting kidnapped, left at home, etc
@digital-alchemist
@digital-alchemist 2 года назад
Love the "Rule of Cool (Something Lost, Something Gained)." Having game rules is important for the challenge. But, ultimately, the point is to have fun, so anything that boosts fun without breaking the game is great in my book.
@Niyucuatro
@Niyucuatro 2 года назад
Another thing i like is if a player wants to do some action that would rival a class feature they don't have. Make them roll some related check. So they have to risk wasting their turn to do it.
@2fortsmostwanted
@2fortsmostwanted Год назад
I'm always a fan of new combat rules. flanking and shared initiative both made me go "oh I am going to pick that up RIGHT away"
@justincatlett56
@justincatlett56 Год назад
I've got some you should try. 1st: passive perception vs active. Passive perception is your shield against anything trying to sneak up on you. It's always on... Unless you are actively doing anything. This then creates a need for a lookout. Those who are "keeping watch" get a +3 to their passive perception. This makes it so much more fun for everyone because of the party can distract their target, they can all just stroll up. I usually still have them role in case they crit fail, which then makes the target stop what they are doing and look around. Multiple fail states ramps up the tension. Active Perception, or "searching" had charges equal to your wisdom modifier +3. You have to discover where you are looking and how to find something hidden. The charges is to reflect getting flustered while looking and so once they are spent you have to do something else for 10 min before you get them back. I found these rules to better stimulate real life. I like to sneak up on people for jump scares, and I also lose small items a lot. Next is grappling rules. It always bugged me how you can shoot arrows while being grappled RAW. So I made the grappled condition more impactful and with a built in end game. Grappling: Requires 2 free hands. Make a grapple check using an Athletics contest (versus targets choice of Athletics or Acrobatics) to overpower target. Target cannot be more than one size larger than grappler. Success leaves target grappled. Target may use an action to try and escape by making a grapple check using their choice of Athletics or Acrobatics. Grappler cannot move or perform actions without giving target a chance to escape using their reaction. Grappler may take a special attack action called a Headlock, making another grapple check to attempt to incapacitate target. Upon success, target has 3 rounds to escape or become incapacitated for 10 min at the start of grappler's 3rd turn. (Failure to Headlock doesnt break grapple) Grappled Status- attackers gain advantage, excluding grappler. Disadvantage on atks, except against grappler, disadvantage using weapons. Speed becomes 0, disadvantage on maintaining concentration. Can lead to incapacitation. Then also made 2 feats to go with these new rules. Spider Grappling: You are adept at fighting in close quarters, enabling you to use the strength and dexterity of all your limbs as you leap at your prey and climb about. -can use Acrobatics AND Athletics to initiate grapple. -Can use Acrobatics instead of Athletics for any Grapple checks. -Can use bonus action to break off a grapple and leave the target become your choice of: prone, disarmed, thrown back 10 ft, or stunned till the start of your next turn. Jiu-jitsu: You have spent time learning how limbs and joints work and are able to force a creature into painful, compromising positions with ease. You have become most comfortable challenging creatures in unarmed combat and rarely lose the upper hand while grappling. -Grappling only requires 1 free hand. -Target's reactions to escape a grapple are made at disadvantage. -Target takes 1d4 + STR damage when attempting to break grapple. -Can use bonus action to disarm target. -Target only has 2 rounds after a successful headlock before becoming incapacitated, instead of 3. -Reverse: Whenever you are the target of a grapple, or are grappled, you may use a successful grapple contest to make the grappler the target of your own grapple.
@henrymartinvo
@henrymartinvo 11 месяцев назад
That grapple rule is interesting, but to me that sounds like a lot of rules in terms of rules and conditions for one action. I would make this two-handed grapple its own action, or even a feat (you could even call it Grapple since Grappler sucks and needs reworking). That way, anyone really into the idea of a grappler or a build that involves lots of wrestling can take that feat or action, but everyone else still has access to the simple grapple. Because reducing someone's movement by winning a check can be pretty valuable all on its own; losing that ability unless you also give up your own ability to move or attack is kinda steep if thats the only option for grappling.
@shieldgenerator7
@shieldgenerator7 4 месяца назад
YES you should have advantage on grappled creatures
@edisonpyro5228
@edisonpyro5228 2 года назад
First time commenting, so lets see how this goes. I'm not an expert DM, but I know my way around the rules, and have ran my fair share of games. One on the newer homebrew rules I have implemented is an inspiration variant. I have a little goblet full of gems called The Pool. Based on the Player's levels, they get a certain amount of points to spend on The Pool(1 point per level). At the start of each game my players can spend these points to mainly purchase two types of gems, red and blue(They refresh each game start). Blue gems are worth one point and give advantage, while red gems are worth 2 points and allow to re-roll any roll(including death saves and stuff). I plan to add a third color when they're higher level and have it cost like 10~15 points, so that they can have a guaranteed Nat 20 for 1 roll(OP maybe? We'll see). The main reason I did this is so that I can push the party more freely without worrying that I may overpower them(Basically they get this, I can throw more stuff at them). So yeah, that's me. No one will probably see this, but I thought I had a cool idea and just wanted to share it.
@Zashmi
@Zashmi 2 года назад
That sounds like a really fun idea.
@edisonpyro5228
@edisonpyro5228 2 года назад
I thought so too, but it may become even better! I was chatting with someone else in the comments(idk how, but I somehow mustered up the courage) and he gave me a revolutionary idea! He misunderstood me when I was talking about the name of my goblet, "The Pool". Good news, you can share a collective pool between all party members so that there's a hint of resource management between the players. Bad news, he gave me props for using the "resource management between players" but I didn't. So... yay, misunderstandings!
@cameronmaas2644
@cameronmaas2644 2 года назад
I see it
@Jamusse
@Jamusse 2 года назад
With my lvl 6 Divination Wizard that has lucky feat I would almost never have to accept a natural roll
@johnthevampire819
@johnthevampire819 2 года назад
I really like this idea! Might try it soon!! :)
@DannyBellTheAuthor
@DannyBellTheAuthor 2 года назад
I use a version of Cardic Inspiration, but instead I say at the beginning of the campaign, not game, you get a card pull you can use at any time on anything. But once it's gone, it's gone forever. Cannot replenish. I had one player pull an ace on conversation that had a persuasion DC of 30. They decided that conversation was important enough to them, so they just went for it and completely altered the trajectory of the campaign. It was amazing.
@JacksonOwex
@JacksonOwex 2 года назад
So they only ever get to do this once?! I sure hope you have some REALLY REALLY REALLY awesome things in there because that is SERIOUSLY limited!!!
@DannyBellTheAuthor
@DannyBellTheAuthor 2 года назад
@@JacksonOwex it's a bonus thing pre-game. As an aside, in one campaign that I've been running for nearly two years, of the five players only two players have used their card.
@ColonelMustache
@ColonelMustache 2 года назад
That feels like it would suffer from "too good to use" syndrome even more than default inspiration already does, in my experience.
@branhan215124
@branhan215124 2 года назад
If something can only ever be used once in the entire campaign, it shouldn't be a gamble on what the card says- this isn't a dice roll where getting a 1 is bad but you've always got the chance to roll again, imagine saving your card for the perfect moment for months and it's a fucking 2. It's the worst, gambling parts of DnD but without the actual fun.
@DannyBellTheAuthor
@DannyBellTheAuthor 2 года назад
@@branhan215124 if the only time you can ever fun in D&D is when you succeed, that's not great. D&D is about the story, both failure and success are essential. How many great moments in story telling have been where the hero pulls out all the stops and shockingly it doesn't work? Tried your best and still failed. That is easily something you can build off of.
@soundrogue4472
@soundrogue4472 2 года назад
My favorite homebrew system I did was a skill called connections; it gave classes such as bard, and rogues a way of helping the party find people who have what they need or knowing a guy who knows a guy who knows guy, etc. This homebrew rule I added made thing interesting when the rogue brought players to the underground black market, and nice banter between the paladin, and the rogue. At the same time the cleric knowing a church in town that could take them in for free, and of course the party donating some money to the church before leaving as a thanks. These moments made the darker campaigns feel more, wholesome.
@elitilton7015
@elitilton7015 2 года назад
The jokes and editing were ON POINT this video. Loving the content recently! Keep it up!! (Also congrats on the baby!!)
@michaelminugh5357
@michaelminugh5357 2 года назад
"Something lost, something gained" is a great way to put it, it's how I like to implement Rule of Cool as well as "High risk high reward". The rules exist for you to have stable, reliable outcomes that you can plan around. My go-to is "If you're willing to sacrifice your Proficiency bonus", i.e. attacking to help break a grapple on an ally.
@Cirkusleader
@Cirkusleader 2 года назад
One of my favorites is called "Proficiency stacking" So, sometimes things overlap. For example, let's say you find an ancient, magical item. Someone with History proficiency could reasonably have heard about it. And someone with Arcana proficiency could be able to discern what it is. BUT... If you have both history and arcana proficiency, you roll either Arcana or history (player's choice) and add the proficiency bonus for both arcana and history. This stems from a sort of other rule I use which is simply "some things can't be done without proficiency". The barbarian who knows nothing about Magic cannot reasonably roll an arcana check, because he has no in depth magical Knowledge. That would be like me trying to do quantum physics with my itty bitty baby brain and somehow figuring out the equation necessary to create black holes. That's absurd. If you don't have proficiency in something... Sometimes you just can't roll for that thing because you don't know what you're doing. Proficiencies can overlap though, and when they do your chances of knowing what is happening is higher.
@water_type_warrior3177
@water_type_warrior3177 2 года назад
both of these sound extremely reasonable! Though a barbarian suddenly gaining a *swole* brain is really funny to me too.
@iananderson4754
@iananderson4754 2 года назад
I think the dm guide says that they only roll ability checks if it's feasible that they can accomplish said action. Like someone can't simply roll a strength check to move a mountain but they can roll to see of they move a large rock that is just 20 to 70 lbs outside of their push limit because adrenaline can feasibly give them the extra strength for a short burst
@iananderson4754
@iananderson4754 2 года назад
Basically what I'm saying is that technically that was already a rule
@Cirkusleader
@Cirkusleader 2 года назад
@@iananderson4754 Yeah, but my example was more of an extreme one. But one could argue it's "reasonable" to try to jump gaps between buildings. I've seen players attempt it often. And usually I'm like "Do you have proficiency in athletics or acrobatics?" If the answer is no (which usually people have proficiency in one of those, but still) my reply would be something like "Your character knows what kind of physical condition he is in. This jump is not something he believes he could do" They're still free to try, I suppose. But the asked roll would basically be "You need a crit success or your ass is falling"
@TheGateShallStand
@TheGateShallStand 2 года назад
Biggest flip ever. The first half is really good, then everything after that is terrible
@spuddlingbob8724
@spuddlingbob8724 2 года назад
A cool usage of the rule of cool was when I played an eldritch knight, I used a longsword and sliced and pierced people with it, and sometimes blades get stuck or you have to quickly react to something before getting the blade out etc (realistically..) With weapon bond you can have the sword teleport to your hand as a bonus action, my DM allowed me to spice up the fighting by allowing me to let go of the blade mid combat, then holding my hands like I was holding a blade and *bamf*... the blade was in my hands slicing down on the next foe.. Is there a rule saying your blade gets stuck? Nope. Was there a need for me to do it like that in game mechanically? Nope.. And never really tried to use it for other things, I just thought the idea was cool and imagined how awesome it would look like, he thought is was cool to and waived the bonus action requirement 👌That simple decision really made me love the character for some reason!
@scottcomerford6201
@scottcomerford6201 Год назад
If it was given for free i would limit it to a 5 foot teleport, so a player couldn't decide to start throwing their sword over and over again.
@wesleywyndam-pryce5305
@wesleywyndam-pryce5305 Год назад
id just call that normal homebrew for flavor. rule of cool is when you break or ignore the rules to let pcs do something they otherwise could not do in a limited fashion. not something you get to do over and over.
@wesleywyndam-pryce5305
@wesleywyndam-pryce5305 Год назад
@@scottcomerford6201 why? why would it matter if a melee character had an extra 15 feet of range at will? why would anyone be worried about giving out thrown weapon buffs? something thats already always going to be worse than just using a fucking bow
@sasquatch8675309
@sasquatch8675309 Год назад
I would say if you just meet their AC the weapon would get stuck.
@shieldgenerator7
@shieldgenerator7 4 месяца назад
@@sasquatch8675309thats a cool homebrew rule! especially if they have a shield
@knaz7468
@knaz7468 9 месяцев назад
A solution to both massive damage and lingering injuries would be the Role Master crit tables. They are brutal and add a new level of consequence to combat.
@miss_bec
@miss_bec 2 года назад
Re: Achievement Magic Items In my campaign, my players found an artifact that sucks in the souls of anyone who dies, anywhere on the same plane that it's in. My druid's first thought was "i wanna turn this into a magic item", so now she has a magic staff that can cast attacks that my boss-level enemies use, but only after they kill that boss-level enemy. It's a really neat way to incentivise looking for strong enemies on their adventures because most of the party thinks "what loot will they drop?" but the druid ends up thinking "I wonder what unique spell I'll get for my staff if we kill it?" and it's probably my favourite interaction to have with my players. EDIT: If you're familiar with Blue Mage from FFXIV, then you already know what this is like.
@dariussonofjazzlin7433
@dariussonofjazzlin7433 2 года назад
Or Final Fantasy V
@Scyclo
@Scyclo 2 года назад
Do you mind if I yoink this for my oen campaign I wanna steal it for my druid, they are currently in a demi lich controlled dungeon, and I think this staff could be something cool to give my druid
@miss_bec
@miss_bec 2 года назад
@@Scyclo Absolutely go ahead, just be wary of balancing. It could very easily get out of hand.
@Gaawachan
@Gaawachan 2 года назад
I played a game where the character revolved around this, but the DM kept metagaming and to avoid giving them abilities. It really sucked because it was a really cool concept. :(
@VaSoapman
@VaSoapman 2 года назад
@@Gaawachan Thats extra dumb because the whole Wizard class already kinda does this. If you beat another wizard and get their book then you can also get a bunch of spells too.
@mlindquist8942
@mlindquist8942 2 года назад
I use a "third times the charm" rule, if someone attacks the same enemy 2 times without moving and tries to attack it again they get advantage on the 3d attack because if a character is just hitting something over and over again I like to think they would aim better, hit harder or try hitting a different part of the enemy if the first two attacks didn't work.
@KatieGimple
@KatieGimple 2 года назад
I think this rule makes sense logically, but I personally wouldn't use it because it even further incentivizes everyone just standing in place and bashing the enemy until it dies, and it punishes players who want to use mobility in interesting ways.
@elf-lordsfriarofthemeadowl2039
@elf-lordsfriarofthemeadowl2039 2 года назад
Wouldn't that just reward uncreative combat thinking? Players would be encouraged to "just hit again" instead of trying to debilitate, restrain, or flank the enemy.
@mlindquist8942
@mlindquist8942 2 года назад
@@elf-lordsfriarofthemeadowl2039 TBH I made it as a fail safe for my really unlucky player who rolls terribly in combat 😅 and my players never abuse it strategically because you would have to miss twice just to get advantage on one attack.
@THEPELADOMASTER
@THEPELADOMASTER 2 года назад
@@mlindquist8942 you didn't say you had to miss twice in the first comment
@thaddeuskent8185
@thaddeuskent8185 9 месяцев назад
The sound design on this video is FANTASTIC.
@moonmun
@moonmun 9 месяцев назад
I love the last one. I did that with my campaign prior. My players wanted to save another from an Adult Blue Dragon which would have been just instant death and I offered them a deal of trading their inspirations for it. (I play inspiration different in my games. It's basically a, "You can do anything really cool so long as it makes sense" button.) Don't worry, they got their inspirations back in a few sessions afterwards since I liked giving it after some fun interactions and/or events. I had actual divine intervention come in which made sense for that chara lore-wise.
@soybeanz2834
@soybeanz2834 2 года назад
One homebrew rule my group had was magic item sets. The magic items would get bonus effects for every other piece of the set you have
@markomalmi7989
@markomalmi7989 2 года назад
Someone's been playing genshin impact
@soybeanz2834
@soybeanz2834 2 года назад
​@@markomalmi7989 I actually got the idea from an old game I used to play called injustice. There were gear sets that would give bonus effects if you wore more of the same set
@apexkonchu2234
@apexkonchu2234 2 года назад
@@markomalmi7989 Genshin Impact did not invent the idea of gaining bonus effects when wearing multiple pieces of the same set. It's been a thing in various games for a long time now.
@markomalmi7989
@markomalmi7989 2 года назад
@@apexkonchu2234 Ye I know, I know
@SwordKirby110
@SwordKirby110 2 года назад
Recently supported a kickstarter for 250 magic items, and number of them come with set bonuses. It honestly feels a little strange that set bonuses haven't been a thing in the base rules.
@stordarth
@stordarth 2 года назад
The 'Achievment magic items' sounds like a variant on the items of legacy, which were the subject of the 3.5 supplement Weapons of Legacy. These items generally had a level up progression of their own, improving as your character gained levels, but may have also included tasks to unlock certain abilities if desired. It was a pretty fun alternative to generic gear or artifacts, sitting somewhere in between, and it was a pretty cool way to have an heirloom item that a character might want to keep around for the long term.
@Harrowed2TheMind
@Harrowed2TheMind 2 года назад
Yep, love the system except for the part where the character has to give up something (such as a reduction in an ability score or other permanent penalty) which we decided to simply ignore.
@leahbeah1585
@leahbeah1585 2 года назад
It’s also somewhat like the vestiges of divergence from explorers guide to wildemount. Though those level up whenever your dm feels like you’ve met a narrative milestone and don’t have specific requirements like achievable magic items.
@devileanblack
@devileanblack 2 года назад
Yes. I actually have the book and it's awesome. But I don't know if it works for 5e.
@gasstationpettingzoo3621
@gasstationpettingzoo3621 10 месяцев назад
Our new house rule that we have is that death saves don't reset when you stand up and instead you have to take a short rest, long rests are more restrictive in our game as a result. because our group had a slight issue where we abuse healing word and don't take short rests despite having half the party being short rest classes
@calebbridges4748
@calebbridges4748 Год назад
Watching these rules videos back to back is amazing, lmao. Seeing change and growth and just difference over time.
@JankTank
@JankTank 2 года назад
Giving up character levels to save a party member is so insanely badass
@skyknight1414
@skyknight1414 2 года назад
The rule where you gave each individual character side objectives was actually something I was doing! Another rule we did was reform inspiration. We got annoyed with how travel and food rules were becoming so I made a chart that gave players “inspiration points” if they completed an activity in one of the following categories: Food/Drink, Rest/Leisure, Clothing/Weather. You’re only allowed one from each category, so potentially you can have 3 buffs to use. So, for example, if a player wanted to eat, he could eat a small meal that contains 1-2 ingredients. This earns him a d4 to add to any roll. If he slept on a bedroll the night before then he earned other d4. And if he’s wearing a poncho in the rain, then he has a third. He can use any of the rolls until the next long rest or within 24 hours, in which it resets and he has to do them again. But we scaled it! See, there were up to three tiers of each category. So if he eat a meal of 3-4 ingredients, you earn a tier 2 reward which is a d6. Then a feast would earn you a d8. The more comfortable the resting place, like a wagon or inn, the buff also goes up. You can get pretty creative about this. Like if a player has a favorite activity like painting or hunting, they are rewarded. If they choose to make camp for several days or sleep at a luxury inn, then they get a bigger REST buff. The whole idea of this is too reward players for doing small activities, actually remember to eat and taking time to rest. They won’t get punished if they don’t, but if they go out of their way to say, “I’m gonna go spend a couple hours fishing and then make up a meal” and Perhaps another player joins him. They both get a d4 for fishing, and everyone gets a in the party gets a d6 for eating Fresh Fish. I just felt that if a player woke up WELL RESTED with a FULL BELLY and are DRESSED APPROPRIATELY, then they would naturally function better and therefore have that little buff that gets past that failed check, save or even attack roll.
@KyleHarrisonRedacted
@KyleHarrisonRedacted Год назад
I actually don’t know what Home brew rules we use that aren’t common, my DM is just super chill and likes when players think outside his thought process or a player does something a bit more “engaged” than usual, so he’ll award inspiration for those created moments. Also if you think of something cool or crazy he can get on board with, he’ll just allow it to happen with no checks or rolls necessary
@robertatkin7741
@robertatkin7741 11 месяцев назад
The best homebrew rule my DM incorporated to help make you feel like your character stood out was getting with you during the character building process and creating either a skill or spell specifically for that character. A couple examples would be our wizard had a gravity spell (he could make an item or person weigh more or less as if gravity and more or less of an effect on it) that was based off of his emotions. So the the more intense the moment the stronger the spell, but it did come with some backlash in the form of either exhaustion or ability damage that we would have to heal. Our fighter would be able to go in an "adrenaline overdrive" where he could interrupt an enemy attack with his own outside of his turn. If he wanted to use this more than once per day he would take con damage otherwise he would become exhausted and would need 2 long rests to fully recover.
@sebastianfranasovic7005
@sebastianfranasovic7005 2 года назад
In my DnD group we use a rather ridiculously overpowered homebrew rule which we all personally like! Every level we’re supposed to choose between an Ability Score Improvement or a Feat, we instead are allowed to pick both things. This naturally makes players a whole lot more powerful, but we’re a party of 3 players and the DM explained the real intention behind this rule is to allow players to take feats based on more flavor and utility rather than power alone without having to sacrifice ability scores (Hence why Lucky as a feat is banned from this rule). As an example, I decided to take the Magic Initiate feat on a Ranger as a 4th level feat because our party lacked a proper healer and we had to work around that, so I decided to be the one who took healing word to have easy access to restoring hit points (Cheaper than Healing Spirit in resources and better for action economy than cure wounds) in case of emergencies. Maybe this rule doesn’t work out for all the games out there, but I had a lot more fun looking through fun feats like Chef, Inspiring Leader and others of similar scale. If anyone has gone this far through this comment I want to ask, which feats would you take with this homebrew rule? (Btw sorry if it’s kinda hard to read, my English is not the best out there, but I hope the point of the comment was understood)
@zekromeon607
@zekromeon607 2 года назад
In the campaign I'm running (where I don't care in the slightest about party power as long as it's balanced amongst the party, and I can homebrew fixes for that), I do the same thing with a minor tweak. Instead of getting the +2 and feat at 4th, 8th, 16th, and 19th, every other level characters get a +1 they can apply to any stat they want, and Fighters still get a bunch of feats. It's about the same overall stat improvement, but a bit more gradual, which my players enjoy, especially for the JRPG my campaign effectively is. If everyone likes it, who cares about "balance"!
@Setrus
@Setrus 2 года назад
Healer and Skilled spring to mind. Dragonborn would have fun with this btw with those dragonborn specific feats.
@icebergen5384
@icebergen5384 2 года назад
That sounds cool! I've always thought that feats should be core, because like you said, players have to choose between an ASI or a feat. I like more of the martial/damage based feats, so definitely Great Weapon Master, but if I had to choose a non martial based feat, it would probably be the Observant feat.
@darkraidisciple8717
@darkraidisciple8717 2 года назад
I like this a lot, I may steal this. And the DM always has an option for if the party starts to get overpowered: throw stronger things at them.
@fernando47180
@fernando47180 2 года назад
I have nothing to add to this, other than to say that your English is not bad at all! Thanks for sharing your experience with your group
@lordmars2387
@lordmars2387 2 года назад
I'm finally pulling the trigger on the INT mod proficiency. Our house rules 1. Mercer potion 2. Bonus action for second draw/stow 3. Hold turn 4. Checks to avoid movement cost for mounting and standing up 5. Fixed jumping with similar check 6. You can swap out opportunity attacks for grapple+etc like a regular attack. 7. Random or locked in fear rules. Fight flight or freeze. 8. Several optional moves from the DMG including clamber, overrun, shove aside, and tumble. No flanking though. 9. Item crafting rule fixes and downtime accruals. 10. Clarifications for spell research. 11. Sentinel fix 12. An essay on how you can carry concious and unconscious bodies. 13. Potion mixing rules turned on. 14. Bigger or smaller imposes advantage/disadvantage on vs athletics checks.
@Mathius628
@Mathius628 2 года назад
I think some of those could require a bit more explanation than simply their title. For example, What even is the rule you named Mercer potion? But i would be very interested in your rules 9 and 10 as i have struggled to keep that consitent in one of my groups.
@lordmars2387
@lordmars2387 2 года назад
@@Mathius628 quaff a potion as a bonus action or spend a whole action to maximize the healing. Crafting magic items You need proficiency in the relevant crafting skill or proficiency in arcana with the aid of a relevant skilled worker. Reference xanthars guide to everything's rules for crafting magic items. With these changes A. The ingredients for common and uncommon magic items can just be bought in any city of significant size. Rare items have a 50% chance of their materials being available for purchase in any city of significant size (material costs are included in the cost to craft, forges are not considered materials). For everything else you have to quest for the materials or hire adventurers (please note these are rules for our high magic setting) B. Your character level must meet or beat the CR of any item you wish to craft (i.e. 1 for common, 4 for uncommon, 9 for rare, 13 for very rare, 19th for legendary) if you have expertise in the relevant crafting skill you can craft 1 tier higher. C. If you have assistance from someone with a relevant skill you have advantage on crafting rolls. D. The item DC's and costs will likely be consistent check with the DM first though(for DC's I'm thinking 11+(2 per tier after common). Researching spells. Follows the rules for research in xanthars guide with theses modifications. A) the check is Arcana instead of intelligence. B) the DC is 13+Spell Level of the desired spell. (This is a test final DC may vary) C) if you want to create a new spell from scratch the research will take 1 week per spell level. And depending on level costs may be much higher. (Creating new spells is a very in depth conversation with the DM and should be worked out between sessions) The players spent almost all of their downtime in 1 session so I haven't seen a very in depth exploration of the crafting system yet. That's why it's still test DC. I was just giving a feel for it. Didn't originally want a text wall.
@AAAAA-jm3xn
@AAAAA-jm3xn Год назад
I really love this channel, it’s the only d&d related channel that doesn’t get dry or seem to try too much. I can tell that you love the game and you can see it on arcane arcade. I use a lot of these same rules, the death save one is new to me and i’ll definitely be using that going forward. I changed a bit of the bloodied rules to make PC deaths hit a little harder, and to make the HP system seem a little bit less “100 hit points and you aren’t feeling any attacks until you drop to 0”. If an attack hits you for more than half of your health, con save. failed save = attacks against you have advantage and you have disadvantage on checks/saves depending on the type of damage that you took. at 1/4 or less of your total HP, attack rolls against you have advantage, your attack rolls have disadvantage with a -1 to hit. disadvantage on saves/checks based on what you’re fighting & the damage type that it deals. at 10 or less HP, you automatically fail all saves and checks (if the player can give me a good reason as to why they could make that check/save i’ll allow it). you suffer a -1 to your AC, -3 to hit, and attacks against you have advantage. It’s a brutal rule, but with some good descriptions of attacks and the dungeon dudes’ healing potion rule it makes for some tense combat. We also use the crunchy crits rule ;)
@LDevilK
@LDevilK 4 месяца назад
The beginning of the "Massive Damage" Chapter was set up really well, with the interruption of the background music and your delivery. Mad respect!
@TheNerdySimulation
@TheNerdySimulation 2 года назад
For magic items that change through specific actions, I label them "Quest Items" because... Well I think it is obvious. Its really fun to also just put the "Quest" attribute on a card, but not give all the information of what they have to do or what will happen if they meet those requirements. QUEST: Whenever you take a rest, you may choose to not regain lost Hit Points. If you do, mark a box. When you mark the final box: Tell [Insert GM Name]. I usually like to give some mechanical incentive for folks to take what look like disadvantageous actions (easy go-to is always a Luck Token), but I also like narrative quests such as "Whenever you refuse a reward after helping someone in a time of need, mark a box. When you mark the final box: Tell Nerdy" or "Whenever you capture a group of enemies instead of slaying them, mark a box (etc.)" to help encourage certain behaviour. Honestly, if you have the right kind of players (or people you've been playing with long enough) just them seeing "Track each time you do this, tell me when you do it X times" on a card is enough to make them _immediately_ wanna do that thing... Even if it seems that thing could only bring pain >:3
@sunstar8782
@sunstar8782 2 года назад
7:47. I similar rule to this is upgradable magic items. The idea is that instead of just replacing a magic item with a new rarity (of the same item), make that ability apply to the old one, as the connection and power grows with each combat, just like a player does. A moon blade already has this built-in flavor. Oh, and it works best with conscious weapons. This way, players don’t have to lose that uncommon great sword they really like.
@happythoughts700
@happythoughts700 2 года назад
Players can seek out ways to get this done in game. Not Everything needs special rules.
@simplyblue7172
@simplyblue7172 2 года назад
Definitely a step up compared to the old rules! Excited to test them out!
@meta-less
@meta-less 2 года назад
Hey Jacob, just wanted to say I used the magic items points rule for a oneshot, and it was really helpful, since my players actually got to use their magic items, so thanks for that!
@TM-nv
@TM-nv 2 года назад
One of my HB rules is: The DnD calculated Lift/Push/Drag is more of a recommendation. More of what you can do without a lot of effort. If a wizard can wish a building away, ima at least let a Barbarian roll to try and bring it down Herculese style
@Hazel-xl8in
@Hazel-xl8in 2 года назад
at those levels, i think it’s more in tone to treat the characters like superheroes. could you imagine thor or wonder woman punching through this wall? absolutely, so a level 15+ character could also do something like that
@tylercoon1791
@tylercoon1791 2 года назад
Destroy a building. Samson Style!
@woomod2445
@woomod2445 2 года назад
My annoyance at D&Ds unwillingness to give me decent move and lift capacities on martials since 2e is eternal. 1-3 is olympic athletes? where's my 150ft. move WIZARDS, where's my 1100 lift capacity!
@derigel9783
@derigel9783 2 года назад
My Goliath BarbarianPaladinFighter would like you a lot!
@feral_orc
@feral_orc 2 года назад
@@woomod2445 play pathfinder, people with athletics training can make the equivalent of an 8th level earthquake spell just by stomping around
@gwavana7996
@gwavana7996 2 года назад
The "something lost, something gain", is what I call "equivalent exchange" at my table (like in full metal alchemist) and it's not only appliable to rule of cool but to everything in the world, like if a NPC saves their ass, the NPC (or another one they love) may die in a couple of sessions.
@khaivanlhomme3330
@khaivanlhomme3330 2 года назад
I've actually did my first homebrewed spell recently! At first named Equivalent Exchange, then it was Life Gamble. The idea being to have a Revivify-like spell, for which the cost is not 300 gold worth of diamonds, but the integrity of the caster himself. Made a D100 table for different results, from the spell failing completely, to the caster dying and the target coming back to life, to losing limbs or having the max hp reduced for an extended period. Worked it out with the DM, as at the point the group's only one with Revivify died, and also no diamonds.
@Domancave
@Domancave Год назад
I love the random Skyrim music in the background throughout the video. Makes this much more at home :)
@HighGround_
@HighGround_ 2 года назад
The editing on this is amazing
@MrBlack0950
@MrBlack0950 2 года назад
The great thing about devine magic, prayers, and gods getting involved is that theres generally no rules for how to handle gods because they are gods and kinda supersede the rules. If a player appeals to a god to make the impossible happen, and the god could theoretically pull it off, then rules be damned. Especially if the player is paying for it in equal trade.
@andrejg4136
@andrejg4136 2 года назад
Honestly I would probably treat appeals to a god or sufficiently powerful demi-god as appeals directly to the DM if I were running a game. Because, unless I'm being the big dumb and going back on my own world building or game management, I can do what I want so long as everyone else agrees to it.
@devlindonnelly9729
@devlindonnelly9729 2 года назад
This is probably one of your best produced videos. Each segment is tight, no longer than it needs to be. I can tell you put a lot of work and care into the script and editing on this one.
@Cryothia
@Cryothia Год назад
Neat little homebrew my DM made was to help my GOO Warlock keep pace with the rest of the party. Entropic Ward has three tokens instead of one to keep it in line with Lucky and the then recently released Silvery Barbs. True Strike is a bonus action, gives insight into the target’s defenses like current HP, resistances, immunities, etc. and gives advantage to whoever attacks the target next. Repelling Blast deals fall damage if the target is pushed against a wall… also because my DM’s an engineer, it can only push creatures up to Large size 10 ft. Every size above that halves the distance it can be shoved
@matthewlink4707
@matthewlink4707 2 года назад
This is really well done. Great editing. Very entertaining.
@MorningDusk7734
@MorningDusk7734 2 года назад
Honestly, when you said, "leveling magic items" my mind jumped to "items that grow as you use them", which is what you technically said, but I thought of items that gain additional effects after possessing them for X levels, incentivizing keeping items for longer (rather than Goblin Slayer-ing into your final gear) without the drawbacks of sticking with the simple +1 sword you got in session 3 while your Barbarian ends up with a +3 Greataxe that can enhance his rage even further once enough enemies are felled in battle.
@FFXIForge
@FFXIForge 2 года назад
I utilize this in my game. They get a basic +1 weapon at low level and as they use it, it unlocks more powerful abilities which grow with the character. Critical Role does this with their Vestiges of Divergence.
@TheLongtailed
@TheLongtailed 2 года назад
Maybe a sword that grants an additional action surge to a fighter or any class that uses it imagine a barbarian with action surge!
@jessegoonerage3999
@jessegoonerage3999 2 года назад
Neat! I thought i'd share some of my own: 1. Quickdraw. Probably the most commonly used. If two characters want to act at the same time, have them both roll initiative and let the higher roll go first. 2. Spell checks. Whenever we need to improvise some magical effect, such as freezing a lake or reaching out into the aether, I set the DC upfront and have the person roll a d20+their spell casting modifier for the result. 3. Shared turns. If a player hasn't gone in initiative yet during a round, they can act on the same turn as another NPC or player. You can use this to perform team attacks. 4. Natural 20 inspiration. Whenever a player gets a natural 20 on a roll, I give them an inspiration token. They can use this token to get a critical hit, get advantage on any roll, or gain an additional benefit from any action they perform. Likewise, if a player gets a natural 1, I give them a penalty token, which means I can add a complication to any action they perform. 5. Session XP. Rather than tallying up the amount of XP players get from individual monsters, I give different amounts depending on the difficulty of the session for the players. If they didn't kill a lot of monsters, but had difficulty persuading an NPC or faced many hurdles, they might get a lot of XP. If they kill a lot of monsters, but rarely struggled, I may give them fewer XP. 6. Performance slider. For chase scenes, and public performances such as speeches or musical contests I like to use sliders. Basically, you have one side (players), and another side (NPC's) with a tracker in the centre and 5 points on either side. For every successful roll, the slider moves 1 over to the side of the players, and for every failure, the slider moves 1 over to the side of the NPC. If the tracker gets 5 points toward the players side, they win the encounter (Win the musical ballad, convince the crowd, catch the chased, etc.) if it goes entirely to the NPC's side, they lose the encounter.
@scottcomerford6201
@scottcomerford6201 Год назад
I like all those except 4. Unless I'm misunderstanding, if somebody crits, you give then chances to get more crits, and if somebody crit fails they are more likely to fail in the future too? That seems depressing.
@kthereturned2874
@kthereturned2874 Год назад
4 and 5 both sound bad to me.
@mistamemewide
@mistamemewide 2 года назад
8:00 It kinda reminds me of the Vestiges from Wildemount/Exandria. Like an example would be Star Razor, and how it became Exalted is that you gained vengeance against a certain person. It’s really cool.
@fenfaerie
@fenfaerie 2 года назад
"Let's say you're just a little guy and, uh, Tiamat hits you with all her breath weapons" accompanied by the Gargantuan Tiamat absolutely killed me. I think I replayed that part a hundred times and laughed just as hard every time. And "how many paladin levels do I have to give up?" was straight up epic. These are some EXCELLENT rules.
@illican
@illican 2 года назад
i've been really enjoying a way we roll level-up hit dice in my dm's campaign, the player and the dm both roll, with the dm's roll secret, and the player chooses to use their own roll they can see, or the dm's roll creates some tense situations when a player gets a 4 on their d8 and has to think about if they're willing to gamble that away
@williamrosen3179
@williamrosen3179 2 года назад
Some homebrew I have found works for my games Modified Crunchy Crits: Crunchy Crits, but sneak attack and brutal critical dice are not maximized Called Hits: Use an arbitrary damage threshold (max 20) on physical damage attacks to inflict a lingering injury on a targeted body part Battle Masters can use Int for their superiority DC Variant spell lists and spellcasting abilities for 1/3 casters Going to 0 hp equals a lingering injury of level of exhaustion up to condition level 3 Players can buy and sell starting equipment during character creation
@janus2773
@janus2773 2 года назад
for the called hits, do you play it as in the limb has 20 hp and if players hit it for that, it's injured or does the one called attack have to deal 20 damage or more?
@syafiqmahdi2316
@syafiqmahdi2316 2 года назад
Why would a battle master choose to use Int for their DCs?
@brendanblanks4438
@brendanblanks4438 2 года назад
@@syafiqmahdi2316 Probably to encourage "smart" fighters, I'm guessing
@chris_croissAnt
@chris_croissAnt 2 года назад
But what about SMITE!!!?
@Shalakor
@Shalakor 2 года назад
@@brendanblanks4438 But, anything with a DC involved also needs some form of hitting with a weapon attack, so you'd never want Int as your primary stat and can already use whatever stat you weapon attack with for the DCs. And they said "can use" so not like the change is forced to nerf BM on purpose or something.
@Weyk47
@Weyk47 Год назад
Just found your channel and I love it. I have never played D&D but man you make me want to DM.
@scaife
@scaife Год назад
That giving up of paladin levels to save a character is super cool and so thematic. Props to that player. That's awesome.
@The_Beerex
@The_Beerex 2 года назад
I use the Crunchy Crits rule in my campaigns. It makes it so EVERY crit is, well, critical. I have a caviot to my rules though, and its that crit damage only applies to the weapon's damage. Stuff like sneak attack, hunters mark, and divine smite don't benefit from the Crunchy Crit. It still makes combat much more tense, while keeping rogues and paladins in check.
@dudebromanguy
@dudebromanguy 2 года назад
My crunchy crit is max damage on a number of dice equal to your proficiency bonus, then roll the rest. So a level 4 rogue can max out 2 dice when their sneak attack crits, but so can the fighter with his battleaxe or the wizard with firebolt. It's wonky, but it ensures that nobody spikes toooooooooooo much
@jthompson7024
@jthompson7024 2 года назад
I do the exact same thing! Crits always feel meaningful without letting paladins and rogues split atoms every time they crit
@Khaons
@Khaons 2 года назад
Nice fix for martials, but it's kinda sad for spellcasters. Target attack spells generally deals little damage (Scorching ray doing a pitiful 2d6 damage), do you still apply this rulling for them?
@dudebromanguy
@dudebromanguy 2 года назад
@@Khaons yes, and I recognize it is not perfect. If you crit at 3rd level with scorching ray, 12+2d6 is better than 4d6, but it's nowhere near the damage a sneak attack rogue with a rapier is doing. Having said that, spellcasters have access to all sorts of other tricks and tools that the difference in damage on a crit between them and rogues is (I think) mostly negligible
@jessevosika9762
@jessevosika9762 2 года назад
Same here
@dungeonmaster16
@dungeonmaster16 2 года назад
11:00 I use starfinder weight system in my dnd homebrew, In starfinder items don’t go 0.1, 1, 10, 100 and such pounds but they go by bulk weight. Bulk is broken down to the following. - : this means the item weight isn’t important or barely exist unless you have an insane amount of them. This is like say a toothpick or simple pen. Now I’d say you own a bag that contains 100 pens that becomes the next thing. L: this mean it is light bulk. Light bulk is translated to technically 0.1 bulk. These are usually firearms, daggers or similar. The moment you have 10 items that have L they convert into below. Any number: so if have a item that goes 1, 2, 3 and such then that’s straight forward how much it ways. Starfinder bulk limit is determined by the players Strength score split in half. So if the soldier got 16 Str then their bulk limit for encumbered is 8. Max encumbered is double that. Backpacks exist in starfinder that increase bulk weight limit by 1, 2 or 4 and each backpack can carry limit of 3 bulk.
@papapepper9761
@papapepper9761 8 месяцев назад
Giving up levels to accomplish a goal so personal is the coolest thing I've ever heard.
@Lordtheobald
@Lordtheobald 2 года назад
I've had a few things that I've been allowed to do that were rather interesting. Multiple DMs have given me a free feat at level one (because the feat/ASI system sucks) so that we can further customize our characters. One of the DM's I'm playing with gives us the ability to gain feats between levels as long as we doing something that warrants it. I have a Theif that is level three and has two feats that don't really make that much sense for a thief to have except that's how I play the character. He has the healers feat (and I have healed more people than our cleric, or druid) and he has the chef feat because we gained in an inn and he has become the dedicated cook for the party. Gameplay-wise they are amazing to have, and I would never have taken those feats if I had to choose between them and the ability score improvement. One of my DM's allows us to gain proficiency where they make sense based on our backstory or feats. Did you know that if you take the healer's feat that does not come with proficiency with medicine? It makes no sense to be able to use a healer's kit to heal wounds if you are not proficient with medicine checks. Likewise, a beastmaster ranger should have animal handling no matter what. If they didn't take that skill at level 1 they should have it to become a Beast Master. Keen mind should also give you proficiency with history if you don't have it or expertise if you do. Alert should also give you proficiency with perception if you don't have it, I mean a character with an 8 or less wisdom score needs to have some skill in proficiency to keep from being surprised. It makes sense that they could or should have skills that pertain to certain feats. I also have a DM that has allowed me to make more use of our tool proficiencies. In many campaigns, if you are proficient with a tool then, ding dang doodle, good job, but if you want to do anything with it then it will cost you just as much if not more to make an item than it would be to buy it. Do you want to make plate armor with your blacksmithing? Guess what, with the current rules, that would take 1500/50 weeks or 30 weeks to make. Are you making a diamond and gold ring with your jewelry tools? You found a 500 gold diamond, and you have a gold bar, but guess what it will take over 10 weeks to make. Does that really make sense? No? That is what is gives to us in downtime rules. Likewise, a potion of healing takes a week to make. Herbs you smash and stew together and pour in a bottle takes a week to make. Now, for one DM it did take that long, but I also found all the herbs during that time frame and was still allowed to make 5 potions for all that effort. I feel that as long as we can give a reasonable time frame to make an item with proof, as long as I'm not enchanting it, that's the time we should use not the stupid table in the DM's guide. Crafting currently sucks and the timetables are garbage, so most DM's I've played with have thrown them out the windows anyway.
@happythoughts700
@happythoughts700 2 года назад
Just start Higher level
@derrinerrow4369
@derrinerrow4369 2 года назад
I am currently playing a Goblin Druid who has proficiency in the herbalism kit. I occasionally ask the DM if I can scrounge for some herbs to make potions, and when I do make a potion, if we are traveling, the DM will let me do it in 1 night, but to make it fair, the time it takes to craft the potion(s) makes it so the party has to travel a shorter distance for the next day.
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