When engaging in Dungeons & Dragons games, some groups argue that the rules are meant to be bent or even ignored. This leniency extends not only to characters’ in-game actions but also to discussions among players and game masters about which rules should apply in specific scenarios. While there will always be diehards who strictly adhere to the “rules as written” (RAW), many groups choose a more flexible approach, embracing the “rule of fun.” This is where house rules come into play, allowing players to agree on modified or supplementary rules tailored to their unique playing styles and objectives. These tailor-made rules can enhance or challenge your next campaign. Here’s our curated list of popular player-created rules that you might want to incorporate into your upcoming adventure.
“Take 10” For Skill Checks
In the context of Dungeons & Dragons, while this rule from the 3.5E edition isn’t officially included in the 5e rules, it remains a popular choice among Dungeon Masters (DMs) due to its ability to streamline gameplay and maintain an engaging narrative flow.
Essentially, using “take 10” allows players to assume they’ve rolled a perfect 10 on a D10 for certain skill checks, bypassing the need for an actual roll in many basic knowledge checks during non-combat scenarios. This often results in a successful outcome, reducing the chance of a failed check and the ensuing need for both players and the Dungeon Master to devise extra creative solutions.
Require Proficiency for the Help Action
In Dungeons & Dragons 5th Edition, players have the option to lend a hand to other players by performing the “help” action during a skill check. Usually, any character who isn’t occupied can offer assistance by successfully passing a Wisdom Check with a flat difficulty of 10. If they manage to pass, it grants the assisted player an advantage in their roll. Some Dungeon Masters choose to make this more immersive in their custom ruleset.
To participate in certain tasks within the game, your player character often needs to be skilled or proficient in specific areas. This means that your character can only lend assistance with actions they are familiar and competent with, making the game feel more authentic. For example, if your Paladin doesn’t know how to use Thieves Tools, they won’t be able to aid during a Sleight of Hand check to pick a lock.
Characters Remember Things… Even if the Player Doesn’t
In simpler terms, This house rule is useful for maintaining the game’s flow, and DMs might find it beneficial to implement it when their group encounters problems. Unlike some DMs who require meticulous note-taking from players, this house rule allows players to be reminded of something their character would naturally recall if they happen to forget.
In case I happen to overlook the name of the NPC who knows about my character’s father’s identity, which is crucial information linked to her primary motivation for embarking on this journey, our game master will remind me since it’s highly unlikely that she would forget such significant details. This way ensures that the party doesn’t miss out on vital knowledge due to disorganized notes or forgetful players during gameplay.
Sacrifice Shield to Lessen the Blow of a Crit
In other tabletop role-playing games like Pathfinder, there was an option to take a feat that allowed for damage reduction upon critical hits by surrendering a shield. Although this isn’t an official part of the 5e ruleset, some gaming groups may permit players to employ a similar strategy, where they can choose to forfeit their shield in order to lessen the impact of a critical hit.
In this system, when a character experiences a critical hit, they have the option to shatter their protective shield. The damage sustained during this instance will be lessened to standard damage. However, the shield is no longer usable after it’s been broken. This advantage applies solely to players whose characters initially possess a shield, but it significantly enhances the gameplay experience for melee fighters by reducing the likelihood of needing a death saving throw.
Death Saves as Private Rolls
In Dungeons & Dragons, one of the tricky aspects is preventing metagaming. This home rule changes death saving throws into a secret action, meaning only the Dungeon Master and the player whose character is in danger are privy to how close they are to meeting their demise. Although it increases the possibility of a total party kill, this house rule enhances the combat experience by introducing a touch of realism.
As a devoted tabletop gamer, I’ve noticed that when my character falls into critical condition, with only one successful death save out of three, it seems like fellow players are instinctively drawn to my side, even if their own characters might not act that way in the heat of an intense battle. This rule serves as a realistic reminder that our characters are blind to each other’s true conditions during high-stress combat situations, keeping us just as clueless and reactive as our characters would be in those moments.
Beef Up Crits with One Max Damage Die
In the game D&D 5e, as per the original guidelines, a critical hit means players double the number of damage dice they roll. Yet, this can result in rather unimpressive crits due to bad luck with dice rolls. For example, rolling two d8s instead of one and getting a 1 on both doesn’t significantly increase the damage. To make crits more thrilling at many gaming tables, house rules are often implemented.
Essentially, following this house rule means that if a player rolls a twenty on a twenty-sided die (Nat 20), they’re rewarded with an additional maximum damage die. To put it another way, if the weapon inflicts damage through a d8 die, one of the dice rolls will always be an 8. The player then proceeds to roll the remaining dice for regular damage, which is added to the total for the critical hit, creating an exciting outcome even when the dice aren’t cooperating during a particular game session. This house rule is particularly favored by many Dungeons & Dragons enthusiasts.
Swapping Hero Points for Inspiration
In my gaming world, I like to shake things up a bit when it comes to Inspiration from the Pathfinder-influenced system we’re using. Instead of being granted at the DM’s discretion for impressive roleplay or clever thinking, I prefer a more consistent approach inspired by D&D 5e. Here, players earn Inspiration points by meeting specific criteria, like overcoming challenges or making smart decisions.
Now, here’s the twist: unlike the official rules where you have to declare your intention to use Inspiration before rolling dice, in my game, once a player has an Inspiration point, they can choose to use it at any time during their turn, even after they’ve rolled. This way, players won’t miss crucial opportunities to leverage their Inspiration points, making the game more dynamic and engaging.
In the initial version of ‘Pathfinder’, instead of gaining Inspiration, you receive Hero Points. These work in a similar fashion, yet there are notable distinctions. To begin with, at the start of every game session, each player is granted 1 Hero Point. These points expire if not utilized by the end of the session. This ensures that players have exactly 1 Hero Point per session, making it easier for everyone to keep track of them. Consequently, they are more likely to be used as intended in this house rule. Essentially, Hero Points will operate much like Inspiration, allowing players to roll with an advantage.
Read More
- OM/USD
- Carmen Baldwin: My Parents? Just Folks in Z and Y
- Solo Leveling Season 3: What You NEED to Know!
- Jellyrolls Exits Disney’s Boardwalk: Another Icon Bites the Dust?
- Disney’s ‘Snow White’ Bombs at Box Office, Worse Than Expected
- Solo Leveling Season 3: What Fans Are Really Speculating!
- Despite Strong Criticism, Days Gone PS5 Is Climbing Up the PS Store Pre-Order Charts
- Jelly Roll’s 120-Lb. Weight Loss Leads to Unexpected Body Changes
- Joan Vassos Reveals Shocking Truth Behind Her NYC Apartment Hunt with Chock Chapple!
- Netflix’s Dungeons & Dragons Series: A Journey into the Forgotten Realms!
2025-03-30 00:40