this post was submitted on 10 Jul 2023
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D&D Next - 5e Discussion

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I'll be DMing some more 5e soon and I want to take the opportunity to try some different ways of playing (I'll post my own suggestions as comments so they can start their own discussion threads). What alternate rules have you tried that you thought worked well? They can be larger changes to the game or little QoL tweaks (though if you can respond to the suggestion with "at this point just play [different game] instead" then that's probably more than what I'm looking for!)

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[–] Shiroa@kbin.social 8 points 1 year ago (1 children)

This one's short and sweet. At level 4 PCs get the Score Improvement AND to pick a Feat. This has propagated throughout my whole group, but the original DM that started it reasoned "I think a lot of Feats are really cool, but a lot of people aren't comfortable passing on their first Score Improvement to pick up something situational. So they get a freebie, because I want to see what uses they come up with.

[–] smeg@feddit.uk 1 points 1 year ago

I've seen a variant of this where everyone gets a free feat at level 1

[–] klenow@ttrpg.network 6 points 1 year ago (3 children)

As PC's progress, falling to 0HP in combat gets less and less meaningful. So I have used a rule that whenever a PC is at 0HP at the end of their turn, OR fail a death save, they take a level of exhaustion. It makes the 0HP yo-yo more dangerous, and makes it so "death" has some longer term consequences.

[–] jjjalljs@ttrpg.network 3 points 1 year ago

I tried this for a bit and everyone hated it. We were only like 6th level though.

A variant I considered but didn't try was to track how far into the negative you go. So if you get slammed by a dragon for 40 damage and you had 10/60 HP, now you're at -30. A basic healing word isn't going to wake you up.

[–] GrenadeSalad@ttrpg.network 3 points 1 year ago

My group uses this, but with a separate temporary exhaustion (we call it Trauma) that goes away on a short rest. Still handily serves the purpose of discouraging yoyoing without being too punitive.

[–] smeg@feddit.uk 1 points 1 year ago

Does this end up overly punishing for the tank and largely irrelevant for the ranged attackers? Exhaustion can take a while to get rid of so I wouldn't want to be too harsh on the front-liners just for doing their job!

[–] dumples@kbin.social 4 points 1 year ago

I have been using the bonus action to drink a potion optional rule. As a bonus action you get to roll but as an action you get the maximum from the potion. Its been pretty easy to implement and is only rarely used in my campaign.

[–] Syncrossus@ttrpg.network 3 points 1 year ago (2 children)

I have a bunch of houserules in my game, but here are some of my favorite and least complex:

Sprint: If you do not do anything else on your turn and you are not in difficult terrain, you can move up to 5x your speed (150ft typically). Attacks of opportunity against you are made at advantage. This is mainly to allow characters to catch up to combat without waiting 10 rounds.

Fight or Flight: Replaces the frightened condition. You can choose to flee or fight. Fleeing is unambiguous, fighting entails doing everything you can to kill the source of your fear -- no healing, no hiding, no stabilizing, no keeping your smite slots for later. Failing a save by 5 or more forces you to flee. (Taken from an XP to Level 3 video.)

Death saves are rolled in secret.

Light weapon property: we use the OneD&D version.

Critical hits: If you kill a target with one, the damage spills over to an enemy of your choice if I deem it to be within range of that attack. The damage keeps spilling over as long as you kill enemies. For instance, a critical hit with a bow worth 35 points of damage could kill up to five 7HP goblins if they are conga-lining in your direction.

[–] smeg@feddit.uk 3 points 1 year ago (1 children)

I really like the idea of secret death saves, definitely feels like it would up the tension a lot when someone drops

[–] Syncrossus@ttrpg.network 3 points 1 year ago (1 children)

It really gets everyone scrambling to help, and it makes more sense for PCs not to know. It's one of my favorite changes, and it's so simple, it's really good.

[–] smeg@feddit.uk 2 points 1 year ago (1 children)

Maybe let them know the results if they use their action to make a medicine check to try and stabilise, though tbh the only time I've seen anyone actually do that is at level 1 when nobody's got magical healing yet!

[–] Syncrossus@ttrpg.network 2 points 1 year ago* (last edited 1 year ago)

I've run and played in games with no magical healing, and even in games with healers, I find stabilization checks to be relatively common, especially in parties of 2 or 3 where your healer is typically also your front liner (paladin or cleric) and can go down. I don't tend to tell them the number of successes and failures, but I do tell them whether they succeeded or failed in stabilizing and how close their teammate is to death. Something like "while you fail to stop the bleeding, her injuries don't seem life-threatening yet" or "he's still alive, but every breath he draws grows weaker, and you fear the next may be his last". I prefer to stick to natural language when I can.

[–] Oldmandan@lemmy.ca 0 points 1 year ago (1 children)

I do something similar to Sprint, basically, you can move at double your speed for a round (so 4x total, dashing) but have to roll a Con save or take a level of Exhaustion. Each time you use this ability without resting, the DC goes up by 5. (Starts at 10.) Which feels about right, IMO. Lets a max-level Monk/Barbarian match (or exceed, with certain feats/races/subclasses) Usain Bolt for speed, but only for a short duration, even if they have a superhuman constitution.

[–] Syncrossus@ttrpg.network 2 points 1 year ago* (last edited 1 year ago)

150ft/round is approx 13.2 sec per 100m which is very achievable for someone who's athletic. I'm not worried about max level barbarians, monks, or tabaxi being significantly faster than is plausible in reality: it's fantasy. Sure, imposing some kind of exhaustion penalty makes sense, but 5e rules for exhaustion are pretty severe, and the point is to not sideline characters who happen to be a bit farther away when combat starts. IMO giving exhaustion would just be another barrier to my players having fun, it would defeat the point of what I'm trying to achieve at my table. But if it works for you, that's great! I'm sure tables that want a crunchier and more realistic game would appreciate your version

[–] Lazerbeams2@ttrpg.network 3 points 1 year ago (1 children)

I try to keep house rules to a minimum. My biggest one is a change to inspiration. Inspiration is a reroll and you need to keep the new result. You can have multiple inspirations (max 3) and you start each session with one for free. If you end the session with more than one, then you can take one extra inspiration with you to the next session

[–] smeg@feddit.uk 1 points 1 year ago

The lack of knowing when the next inspiration will come definitely encourages you to save them like potions in a video game, do you find this makes players use them way more often?

[–] type_1@ttrpg.network 3 points 1 year ago (2 children)

This might be in the 5e DMG and I'm just forgetting, but I'm a big fan of the 10 minute exploration turn while the party goes through dungeons. I find that it helps things move faster and helps players feel like they're getting enough time in the spotlight during the exploration phase. Rather than figuring out how far they can move in 10 minutes, I just allow characters either to move into an adjacent room (provided there is an unblocked passage to do so) or an action inside of the room. Actions in the room take the whole 10 minutes, but I usually let it slide if a player wants to perform a short sequence of actions to achieve a single result, the whole sequence getting represented by one roll if necessary.

To streamline combat, I have ported over minions from 4e (Matt Colville and I actually converged on this, I had been doing it since I switched to 5e and didn't find his video on it for years) and a modified version of the coup de grace rules. Minions are monsters with full stats and attacks but they die in a single hit, no matter how much damage they were dealt. For the modified coup de grace, if a player character deals half or more of a monsters HP in a single hit, even during normal combat, that monster dies immediately. Anything that gets the monsters off the field before they get boring really, since it allows me to throw out large waves of enemies that only take a few minutes to fight since many of them go down in one hit. I run a fairly heroic game of d&d so letting the players plow through enemies helps create the vibe I want during the game.

[–] dumples@kbin.social 2 points 1 year ago

I use the 10 minute exploration turn. I use 120 feet as the travel distance of new terrain they can travel. This is based on some older rules that specify for standard movement take the combat travel speed x4. You can also travel back over previous traveled terrain at 10x speed. You can move forward faster as well by sacrificing stealth

[–] smeg@feddit.uk 0 points 1 year ago (1 children)

Do you use CR calculations to build your encounters, and if so how much is a minion worth?

[–] type_1@ttrpg.network 3 points 1 year ago (1 children)

I do not use CR to build encounters, and I use milestone experience, but in 4e, a minion was usually worth 1/4 to 1/2 the experience of a monster with equivalent stats.

[–] smeg@feddit.uk 0 points 1 year ago (1 children)

Cheers, the actual XP is less of a concern, I'm more concerned that I throw the right number of them at the players to be challenging without being fatal!

[–] Urnchos@kbin.social 3 points 1 year ago (1 children)

I found long ago that trying to balance my 5E encounters in any way, shape, or form is just a hopeless endeavor.

I just throw things at my party and kind of let 'er rip. Some end up hard, some end up easy, after a while you get a general gist for what they tend to be able to handle.

[–] smeg@feddit.uk 1 points 1 year ago (1 children)

Fair enough, I know everyone likes to shit on the encounter builder but I've never had a problem with the results!

[–] Urnchos@kbin.social 1 points 1 year ago

I've found that the encounter builder is usually fine, but I would spend lots of extra time setting up encounters using it only to find that the things I plucked haphazardly were only about, say, 20% less balanced on average.

At the end of the day it became a question on if it was worth it to run every encounter through that for being only marginally better than just grabbing and going. For some, they have the time to spare and it is worth it, and that's perfectly great! For myself I found that the extra variance just made things interesting and that 20% extra imbalance could be made up by the odd sneaky adjustment on the fly if I was ridiculously off base in where I expected the fight to end up in difficulty.

[–] dreamsickdev@ttrpg.network 3 points 1 year ago

I use an inspiration variant, allow free switching of weapons, and don't track encumbrance (the line is narrative ridiculousness basically.) So far I've seen players use inspiration more but I'm always looking to encourage it. We've tried a couple of variants.

[–] DragonsAreReal@ttrpg.network 3 points 1 year ago (1 children)

I use these Exhaustion rules instead of the ones from 2014 edition. They are not as brutal as original rules and use them alot more than I did the old Exhaustion rules.

-1 per level for all attacks/saves/checks/DC, -5 speed per level(min of 5ft speed) Additionally 1: 0 2: No Reactions 3: 1 Action or Bonus Action 4: Can't Ceoncentrate, Max 1 attack 5: Fail all Saves, Vunerable to all Damage

[–] smeg@feddit.uk 1 points 1 year ago

Quite similar to the OneD&D changes with the level scaling. Do you find exhaustion comes up a lot?

[–] dumples@kbin.social 2 points 1 year ago (1 children)

I have made the following changes to Artificer since we do a lot of downtime to create magic items in my campaign. I had added a 5th level feature to reduce the time for common and uncommon and updated one at 10th level for Rare and Very Rare:

Magic Item Capable:
5th level artificer feature
You've got the initial grasp on making magical items:
If you craft a magic items with a rarity of common or uncommon, it takes you half of the normal time.

Magic Item Adept:
10th level artificer feature
You've achieved a profound understanding of how to use and make magic items.
You can attune to up to four magic items at once
If you craft a magic items with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold
If you craft a magic items with a rarity of rare or very rare, it takes you half of the normal time.

[–] smeg@feddit.uk 1 points 1 year ago

Seems reasonable, crafting items takes ages

[–] AlteredStateBlob@kbin.social 2 points 1 year ago

Bards can use the help action at a distance by using their movement points. If you stand still and play your music to help your people, that works at a distance. The performance requires you to move in olace, playing the instrument. It has to be the full movement points for that round.

Not originally by me, but I quite enjoy it that way.

[–] smeg@feddit.uk 1 points 1 year ago

Variant: "Gritty Realism" a.k.a. the "Adventuring Week"

I'd like to try having an "adventuring week" rather than an "adventuring day", i.e. have X encounters per in-game week rather than the same number per in-game day. The Gritty Realism variant rules basically provide this though I think the name really puts people off; I'm not trying to add realism, just make it so you can have actual meaningful resource-draining encounters as part of something like a week-long travel (currently I'd need to throw in so many encounters that it becomes tedious, or have one-encounter days which we all know the problems with!)

Has anyone tried Gritty Realism before, and if so how did you implement it and how did you find it? My main question would be:

  • How many days did you have per long rest?
  • How long were your long rests and did they need to be in a "safe haven"?
  • How did you adjust spell times?
[–] smeg@feddit.uk 0 points 1 year ago (1 children)

Idea: extra XP triggers

There are plenty of grumbles about experience points only being awarded for killing things, and the rules for arbitrarily giving out more for completing tasks are pretty vague. Does anyone have any suggestions to improve this other than "just use milestones"?

I'm tempted to borrow some ideas from PBtA/BitD and give everyone some per-session XP triggers, e.g.

  • The barbarian solved a problem with violence or intimidation
  • The wizard pursued their magical studies
  • The character struggled with their Flaw
  • The character acted in a way that lived up to their Ideal
[–] DrWyrm@ttrpg.network 0 points 1 year ago (1 children)

I have tried doing XP triggers before and I found it a little difficult to keep it fair between characters. If I were to do it again I would award the whole party XP when an individual fulfills a trigger.

[–] smeg@feddit.uk 1 points 1 year ago

Fair point, I think we'd definitely need a session zero where we decide the triggers together so everyone's happy and they're roughly balanced

[–] smeg@feddit.uk 0 points 1 year ago (1 children)

QoL: PCs can choose to permanently drop down the initiative order

I believe this was just a thing you could do in older editions but there are no rules for it in 5e. Sometimes going first doesn't work well for teamwork (e.g. your Shield Master going directly before the enemy so they get up after each shove before anyone can attack them while they're prone), so letting you drop down the order can help without giving you a freebie (i.e. the enemy might get an extra go against you). I've not encountered any problems with this yet!

[–] dumples@kbin.social 2 points 1 year ago (3 children)

I agree with this but it only works in the first round. You can drop once into any slot you want but only at the first round. This stops any shenanigans about extending a powerful spell for longer

[–] tswan@ttrpg.network 2 points 1 year ago (1 children)

I counter that by counting both the original turn and the delayed turn against spell duration. It lets people continue delaying (I’ll even let them go back to the top of initiative order in the following round if they want) without breaking spell duration too much.

For example:

  • I roll 20 on initiative and cast Faerie Fire during round 1, it will last for 10 rounds (1 minute). At the end of this turn, Faerie Fire has 9 rounds left.
  • At initiative count 20 on the second round, I decide to delay my turn until initiative count 10. Faerie Fire has 8 rounds left.
  • At initiative count 10 on the second round, I take my turn as normal. Faerie Fire has 7 rounds left.
[–] dumples@kbin.social 1 points 1 year ago (1 children)

Sounds like a lot of tracking to me. But whatever works for you

[–] tswan@ttrpg.network 2 points 1 year ago

I track how long spells or conditions last by just scribbling down the condition and a duration on my initiative sheet.

For example if the Barbarian rages I’ll just write “Rage - 10” and each round I add a tally, when we hit 10 it’s over. So there’s no “extra” tracking, if someone delays their turn I just add a tally mark.

It might be a bit harder on digital tabletops if you have to go in and edit things.

[–] klenow@ttrpg.network 1 points 1 year ago

That's a good idea. I tried doing something like this in a one shot once as a test : Any PC or monster could voluntarily delay their initiative to anything lower than it currently is. It was a disaster. Very hard to keep track of and exploitable with spells, like you mention.

But restricting it to the first round and making it permanent...that might work.

[–] smeg@feddit.uk 1 points 1 year ago

Good point, I've not encountered anyone trying that exploit but I'll definitely nick that caveat!