Well, if you saw the video through, he *does* mention that if so many people have the same idea, maybe there's something to it - as in, editors soft way of saying, Do This.
"WHAT DOES POT OF GREED DO?!" (The joke is that in Yu-Gi-Oh Pot of Greed is a rather commonly used card, and they insist on explaining what it does _every_ time it gets played.)
I think you should be able to use a potion as a bonus action and roll, and action for full use. Flavor wise this this the difference between drinking it all vs a hastily spilling drinking. :p
One of our DMs has something simelar. He incorporates references to specific characters or series (Can be everything from Devil may cry to monthy python) and if you guess the references you get rewards after the session.
Ok, I honestly am going to use this. I was already going to add in characters from different things and races from different series, such as the type of fairy from Tinker Bell
So Variant human just becomes the worst race in the game by far if it's main feature becomes irrelevant? Strange ruling that seems to come from a place of revenge rather than reason. Many of the other rulings make a lot of sense though.
Giving all races a feat but human variant still only gets one turned it from the best race to the worst race, it gets 2 points in ability score increases and 1 skill proficiency, most other races gets 3 points in ability score increases, and a bunch of unique features. As an example: the 5e non-human core race with the fewest racial features is the Dragonborn, who gets 3 points in ability score increases, an elemental resistance, and a breath weapon.
8:24 This is a rule in another, simpler system I learned. An example it gives is, If you don't make the DC to pick a lock by 1 or 2 (It's a very low number system), you pop the lock, but make far more noise than you want to. Now you have to act faster or change your plan in case you were heard. The action is moving forward, and the tension has risen. Win for the players, win for the DM.
Attack is attack=held actions give you your full multi-attack, and any time you get an attack (i.e. opportunity attack) You can replace it as normal with shove/grapple/etc. Why can a wizard hold a 9th level spell but fighters can only hold 1 attack.
Takes concentration to hold a spell meaning you lose any concentration spells that are already up, if you get hit you have to make a concentration save or lose the spell and spell slot, if the trigger never happens and it comes back to your turn, you lose the spell slot anyway. Casters take a big risk holding a spell and lose out on things as well, your fighter not getting to bonk because no bonk target isn't sacrificing anything. Also players DO NOT GET MULTI-ATTACK, multi-attack is a monster only ability that lets them use a set number of attacks for their attack action (claw and bite or Frightful presence, bite, claw, claw) and ONLY those attacks.
The “fail forwards” thing reminds me of an idea I had a while ago. If a character is good enough at a certain skill (proficiency, expertise, above a minimum value, etc) then they should KNOW when they fail a check from that skill, through factors out of their control. Eagle-eyed ranger fails perception? They got a sudden coughing fit and couldn’t concentrate on anything. Super-sneaky rogue fails stealth? They’re as quiet as ever, but a vase fell off a shelf right behind them and shattered. Future archmage wizard fails arcana? They were about to recall information, but one of the bard’s songs got stuck in their head and disrupted their train of thought. Dice are there to simulate randomness, but you can make that randomness logical.
One I have just implemented is Inspiration Cards. Instead of getting advantage when they are awarded Inspiration, a player draws from a deck of cards. Each card has a unique effect. For example, one card can be used before their character makes an attack. If the attack hits, it's a critical hit. Several of the cards grant a +5 to one of five different skills. There is also a card that lets a downed character restore hit points equal to their level+constitution modifier. Players can keep the cards or exchange them if they get inspiration again. So far it makes the Inspiration mechanic so much more fun and interactive.
@@ShackleYT It's only been about 2 weeks since I implemented it, so for now I just have an effects table (each effect corresponding to a playing card ♦️♠️) and I use a normal deck of cards with just Aces, Jacks, Queens, Kings and Jokers. I am working on drawing the cards though. I already have a printable template half-done.
I think the problem with some homebrew secret rolls to me at least is many abilities especially some 2024 e only work on failure.I also believe that they are designed with you knowing the roll as apart of the balance.Also it’s kinda mote cause the dm has to tell them if they fail for the ability to work so they could just keep asking for unknown rolls(new bardic,tactical mind etc)
A bit one is font of inspiration. You don't know whether something succeeded or failed but you do know the roll. It would be the same with spending a bardic inspiration. You wouldn't do it on a 1-3 or 17-20 on the dice but you would consider it for a 10 on the dice to shore up for a challenging skill check.
Pathfinder 1e homebrew rules with my longtime group: 1) Rolling a nat 20 gives you a +20 on the total result of your roll, while a nat 1 gives you a -20 on the result (for example: you have a +10 on a skill check, a nat 20 would be a total of 50 and a nat 1 would be a total of -9). It gives crit successes/failures some actual meaning without always falling into the idea of "auto-pass" or "auto-fail" (yeah I know a -9 is basically an auto-fail, but at high levels your character *should not be able to fail at basic-bitch skill checks* and this house rule allows for that). This only applies to things like skill/ability checks and saves, though; attack rolls still auto-hit on a nat 20 or auto-miss on a nat 1 unless there's a specific effect in place that would change that. 2) Every character that gets a mount or animal companion gets to pick from the *full list of options* instead of being limited to whatever is listed on their class. This rule doesn't do anything for Druids or Hunters, but it's a massive boon for Rangers and Cavaliers, as they have an absurdly small list to pick from and their companion is already going to be weaker due to their class not having any of the buff options that Druids and Hunters get. I like this house rule for Cavaliers especially, since... well, frankly, when you've got options ranging from wolves and bears to _giant birds of prey_ to _megafauna,_ why would you ever choose to charge at your opponent from the back of a _horse_ instead of a goddamn *T-rex?*
We run you 1) rule aswell, albeit +10/-10. If, after applying your bonuses, you make it from -10 to a positive number, then it's just a normal failure (unless you beat the DC too, then it's a success of cause), if you're still in the negative after bonuses, then it's a critical failure. 2) isn't as much a house rule as a healthy application of rule of cool. We tend to allow diverse animal companions if it's cool and makes for a better story. We also run a house rule regarding rolling for hp on level up, because no frontliner likes rolling badly and being unable to fulfill their role. Everybody rolls for HP but any roll below average is treated as average (rounded up) so a fighter rolling a d10 gets a minimum of 6+con every level.
One of the first homebrew rules I implemented, and I saw lots of other DM's implementing as well, was changing the number of items a player can attune to at any given time from a flat 3 regardless of character level to matching your character's proficiency bonus, so starting at 2 and gradually building up to 6 as you gain levels.
*Not me, watching this video with my laptop open writing down every useful rule for my first long-term campaign* "Great knowledge you have, share you must..."
Health potions should be a container with as much HP as the formula of the die roll. A character can drink as much or as little as they'd like for a single action. (Pathfinder 2e)
honestly this works better than full heal value for a full action but rolled value for a bonus action, that way you aren't wasting too much of the potion's healing if you're missing less health than it can restore
Had a warForge Cleric character funny enough "perish" because my friend saw I only had 1 failed save, and chose to hold off picking me back up a turn to prioritize a Enemy Assassin and his minions we were fighting in a Warehouse, my turn rolls around and I roll a Nat 1 on my 2nd sav instantly ceasing to function ... Quickest I've ever lost a character, and at no fault of my own... Ended up being turned into a statue to "Memorialize" themselves, and funny if not sweet gesture of the rest of the party and DM.
honestly looks like the potion thing is the 5E version of Dex to ranged damage. back in the days of 1st and second edition resurection had consequences firstly you could only be raised from the dead a number of times equal to your Con score and there was only a precentage chance of the spell even working on you based on you starting Con score. Oh even better the taxing effect it had on clerics regardless of the spell working was also insane.
i have just double damage on crits in my campaign, including modifiers like str, dex, rage, dueling etc. i feel it gives my martial players (bard/rogue, a fighter and monk) alot more damage on their crits
I find that this is mostly a buff to the enemies since there tends to be more of them doing martial attacks than the enemy (often in such numbers to flank for advantage making even easier crits).
@@uberculex thats true however i dont work with flanking rules and i have a fair amount of spellcasters as enemies. also i dont crit against my players unless its the monk with a +1 in con and half hitpoints
1:59 YES GIVE ME A REASON TO FULFILL MY POWER FANTASY BY HEALING IN COMBAT AND ACTUALLY BEING USEFUL!! Once I realized you should honestly just yo-yo people with healing word for maximum effectiveness my heart was broken as now it feels like my play style holds the party back cuz I’m healing 7 hit points only for them to take 22 damage, instead of casting an offensive or control spell and preventing said 22 damage from even happening. Also it’ll be fantastic w the doubled dice on cure wounds and healing word in 5.24 E
Not mine, but one I found on UA-cam shorts: Coyote Time. You get one turn before falling. Once, a sorcerer was about to fall into the river Styx and froze the surface. That DM went from avoiding falls at all costs to including at least one pitfall, bottomless pit, or lava stream.
RAW, you don't fall until the end of your turn... So tie yourself to a tree with a rope, jump off that cliff to attack the airborne foe taunting your party, and pull yourself back after finishing your business, and you won't even fall.
"Resistance" is q reaction you take when someone in 30F fails a saving throw. That's the best way to make that cursed spell any good. I never even heard of anyone picking that cantrip, even though its competition in the cleric cantrips is lackluster at best.
There's a podcast group I used to listen to that had a bunch of custom rules around resurrection, including significant backlash onto the caster, potentially enough to even kill them and have them sacrifice themselves to bring someone back. They also had a multitude of ways for it to go wrong, including a bunch of tables to roll on full of random physical and mental quirks that you might come back with. They even had a unique table for each spellcasting class, implying that since each of their magics work in different ways, they all have different risks. One person was brought back by a druid, and options on the table included parts of their skin turning into bark, fear of fire, or the chance to fly into a bestial rage. They ended up with golden cat eyes and Deadpool-esque awareness of the world outside the game.
I’d give all martials Combat Superiority (half casters get half of the effects, and Gishes get about 1/4th of them) if I were to run another game. Would this make Battlemaster terrible? No, they just get double the dice and maneuvers… Also, all classes would get a single Subclass feature at 1st level (A Paladin gets their Channel Divinity, the Mercy Monk would choose either Hands of Healing, Harm, or Implements of Mercy, etc). Why? Because Subclasses at level 1 is awesome…
You take no falling damage if you fall into sufficiently deep water. Its just fun action movie stuff. Nothing is lamer than jumping from a 5 story building into a swimming pool and needing to roll fall damage.
This actually covered in 2024e. If you would take fall damage, but land in a body of water big enough to fit you, you can use your reaction to make a DC 15 Acrobatics check to take no (maybe half, I need read up, but either way cool) fall damage. Also, as a reaction to falling enough to take fall damage, you can attempt to grab a nearby ledge with a DC 15 Athletics or Acrobatics check to save yourself from falling.
i love that the dungeons and daddies stuff is becoming so universal, anyone who hasnt listened to that it is a phenomenal show, also i like how so many minds think alike about the potions
My personal Favorite homebrew rule was the Variant Crit rules I ran For both myself and my players. When you score a critical hit on an attack roll/ spell attack roll, you take the maximum damage of one of the dice and roll the die again. This gave crits an inherent bit more punch to them. Additionally, the damage type that was delt in the crit would determine an additional rider effect that would be applied to the creature who was critically hit. Acid: (The Whithering) The target's AC is decreased by 1 until they finish a short or long rest. Cold: (Frosted Sluggishness) The target is Slowed for a round. Fire: (Put to the Torch) The target is lit on fire, and takes a number of d4s in fire damage equal to 1+the spells level that they were crit by each round. The target can use an action to douse the flames, and the flames can be put out by logical means. Lightning: (The Emmiter) The target is paralyzed for a round. Additionally, when the critter target is hit with a melee attack with a weapon made of metal, they take 1d6 additional lightning damage, once per turn. Thunder: (Shell shock) The target is Silenced and Deafened for a round. Poison: (The poisoned Chalice) The target is poisoned for a round. This poison bypasses immunity to the poisoned condition. Necrotic: (Gift of the Undeath) The person who crit the target regains half the damage dealt in hitpoints; if the health regen exceeds the max hp of the attacker, they gain temporary hitpoints equal to the remaining number instead. Radiant: (Searing Radiance) The target is blinded for one round, additionally, attacks against this target crit on a 19 or 20 whilst blinded. Psychic: (Mental Inhibition) The target is stunned for one round. Force: (Shockwave) The target is pushed 20 feet away. If the target bumps into any nearby objects as a result of the forced movement, they take 1d8 bludgeoning damage per object. This forced movement can also trigger traps. Bludgeoning: (Fracturing Bones) The target is knocked prone and has its movement reduced to zero for a round. Piercing: (The Hunt) The target has its movement reduced by 10 feet for one minute. Additionally, for every 5 feet of movement, the target moves, they take 1d4 piercing damage for one round after the crit. Slashing: (Fresh wound) All creatures have advantage on attack rolls against the target for one round. Additionally, when a creature hits with an attack, during this round, the target takes 1d4 additional damage of the damage type dealt. This made all crits feel impactful and made playing a Smite Stacking Paladin incredibly strong. Additionally, it encouraged people to take more attack-roll based spells, as if, in the event they crit, they did something more than just damage. However, I, as the DM, had access to the same toys.
I like my rule of you can throw healing potions to heal but there half as effective. My idea is that healing potions are magic to some degree so ingesting it would give the best effect but contact is what's important.
In a campaign I ran with some people the DM had a “chalice” that once per session you could drink from. This chalice also had you roll a D6 and then the Percentage Dice - whatever effect you rolled for was given to your character. Examples: + or - to Stats Random Magickal Items Random Mysterious Encounters for your Toon, be it good or bad Random Feat given or taken away Etc The CHAOS of this Chalice was AMAZING! Also the liquid in the Chalice never ran out & it always tasted different for each toon….in fact you had to say what it tasted like when you drank from it.
>everyone gets a feat at level 1. >whenever you get an ASI, lvl 4, 8, 12, etc, you do t choose. You get BOTH your ASI and a feat. >whenever you drop below 0 hp gain a point of exauhstion.
The other ones are fine but the last one is bad for Frontline melee classes just doing their job. If you are having an issue with them healing your fighter from zero constantly then the solution is to simply attack them while they are down. If a creature with 3 attacks knocks the Frontline in one, the next two are going to him. As a human fighter main I can tell you I find that less bs than stacking exhaustion and as a DM who does the above I can tell you my players know that 1d4 is only going to get them killed since I only target them like that after they had been knocked out once and came back. So long as they can retrieve the body they can buy or go into debt to the church and get revived
I’ve got several home brew rules that my players love some of them including ones you mentioned. First, I get a lot of hate for this one but we ditched spell slots & “preparing spells” for a roll to cast system. No more tracking spell slots or not being able to cast because you didn’t prepare it in the morning. It’s 8 plus the level of the spell. So a third level, fireball needs an 11 to hit. A crit hit does Max damage plus a damage roll (same as weapon combat) BUT a crit fail has negative consequences. After rolling a 1 on a spell cast you roll 1D20 again to see how the spell misfires 9i look it up on a spell fail chart), it could be anything from creating a tornado in your vicinity & everyone has to make a saving throw or the user gets teleported somewhere not too far off map. Cantrips are straight 8 until level 4, after that cantrips are automatic. Another one I like using is if you have leftover damage after killing an enemy then that damage gets transferred to the next closest enemy IF they are in range of the weapon (or spell). One of my other favorites is picking locks, they don’t get to just roll a D20 & pick the lock or not, they have to roll a series of D6’s, 1D6 for every tumbler in the lock. For example a DC7 lock is a simple one tumbler lock, I may choose a specific number that they have to roll on the D6 or I may say “any even or odd number” if it’s super easy. However a DC15 lock may have 3 tumblers & I may tell the PC “you have to roll all 3’s”. They get to roll all dice once per turn, anytime a D6 land on the number they need I tell them “you feel a tumbler click” & tell them to hold onto that dice & roll the others until they get the other tumblers. If they get 3 fails in a row they roll 1D6 for a negative consequence chart which may be anything from breaking their lock pick to getting frustrated & the DC of the lock goes up by +1.
I had one from 3.5 that was somewhat made official in 5e; Second Wind. For those that know the system; I simply replaced the fighter bonus feat at first level with this feature, which gave temporary hit points according to fighter level and constitution modifier. At certain levels, additional uses per day were gained. It works different in 5e, but the idea is the same; give fighters more independence from support characters and less reliance on magical healing.
Any spellcaster can perform counterspells without needing an actual named spell-they just need to sacrifice a spell slot of equal or higher level, the idea being that the energy released by their spell interferes with/neutralizes that of the opposing caster. Since you are not going through the complex motions of your spell and only using its energy, you can do this as a Reaction same as a normal, named counterspell. However, there is some guesswork involved as to the level of the spell you're countering this way, so I also allow an Arcana check to identify the hand movements, etc. being used. Additionally, if the spell you're countering was cast at a higher than normal level (upcast), your interference 'drains' energy from the countered spell even if it goes off, so for example an upcast Evocation spell will be cast at its normal, non-upcast level (or at least 1 level lower).
A feat at level one really makes builds more versatile early and helps stop everybody from going variant human, I tend to let players who still play human have some sort of other bonus which we discuss beforehand.
I have a few. Uncapped levels. When you reach 20th level and start spending XP on epic boons, one of the epic boon options is to take additional class levels. These do not increase your character level, and instead behave the same as the "extra" class levels of a gestalt character. 5e doesn't have rules for gestalts, but I do, and it makes it pretty easy to handle. This allows you to focus on where your build is going _now_ and not have to worry about what you might be missing out on when you reach 20. The campaign will probably end before you reach 20 anyway, but this at least gives you some peace of mind. Rebuild your character at any time, so long as you end up with all the same stuff. Mostly this means "moving" something you've had for a while to something you recently acquired so you can repick the earlier option. For example, being a Warlock and taking Eldritch Blast right away, then later picking up Spell Sniper and "moving" EB to be the free cantrip from Spell Sniper. This way, you can pick a new Warlock cantrip such as Prestidigitation. Longswords are finesse weapons when two-handed. This means you can Sneak Attack with them. Possibly removing the weapon restrictions on Sneak Attacks altogether. Simple custom races (but requires DM approval). Small or medium, 30 walk speed, +2/+1 of your choice, speak Common and one other language. _Any_ three racial traits, from any race. A fourth trait from a curated list, which includes things like darkvision. Lifts racial restrictions on feats, but limits you to two racial feats max. I've tried working with things like Detect Balance or coming up with my own point-based system, and the complexity was just more trouble than it's worth. This may not be balanced, but it is _easy,_ and it really helps to bring certain builds together. I think this might actually be the best homebrew I've made, though I do have to acknowledge that it should be something that requires DM approval, and might be better left as homebrew.
My table is currently testing some new rules for prepared spellcasters. The current rule we're trying is that you can cast non-prepared spells but you take a point of exhaustion, and the DC for failure increaes with each time you cast a non-prepared spell). I'll suggest the new exhaustion given here as well as the one DM's rules for any spells as long as you don't exceed the max number you can have
I'm developing a TTRPGS, and some of these definitely are really helping me flesh out some problems that have arose from playtesting sessions (and other vids akin to this one on the channel).
8:59 is one I thought of myself after hearing a story about a PC that died fighting a dragon on the inside. Wanted to give players that feeling of doing something heroic before they die. In MythCraft this is 3 Action Points (the base number you get each turn) but I’ll let them argue for more when it happens. Not enough to do anything too crazy. The “max damage plus roll” critical hits is baked into the official rules, but I’ve been tinkering with a house rule for magic critical hits since those usually don’t have any bonus effects. Currently I have them reroll any low damage dice (1s and 2s) and inflict a condition based on the damage type.
Magical effects from certain items stack like the deck of many things/deck of many more things. Like the stat increase effects (as i believe they should)
I got four 1-Resting, Long rest is 1 Week - con mod days , short rest 1/2 day - con mod hours , This assists with balancing marital & casters. (My games time table is 10sec a round 30hours a day ,10 days a week ,30 days in a month) 2- The crust dealing max damage & rolling extra 3- I differentiated the magic sources Arcana /nature/divine & all players can use spell scrolls for cantrips and leveled spells of their type not necessarily their class , also this means the skill Arcana does arcane magic ,Nature does nature magic & religion does Divine magic not just arcane for all spell knowledge types 4- Attunement slots are +1 slot per 2 proficiency bonus + Int mod(normally) again the type of slot is dependent on the source of the items it’s just usually intelligence because arcane magic can be the most reliably reproduced of course once you use an Int/wis/cha (Int is learning the item & dominating it mentally , wis is feeling the intention of the item & using it reactively & cha is essentially reaching out to the item bonding with it) attainment type you can’t mix them also some magic items come in sets that boost the power of the items if you collect & attune to all of them 🎉
This only works for Pathfinder 1e and D&D 3.5, but I always run with this houserule: Everyone, including monsters and NPCs, can choose to trade their movement action AND their five foot step AND their attack(s) of opportunity AND forgo any reflex save untill the start of their next turn, for a second standard action. It's entirety fair, and while it opens up some insane damage possibilities, it also opens up a lot of defensive and utility possibilities. It also makes you extremely vulnerable if you use it. The idea is there's a lot a character can do outside of their turn order in those 6 seconds by RAW. This makes it so they can use all of that potential at once if they want... But so can the baddies. An example of this in action would be the Ballor the players are fighting can make two full attack actions this round and kill the party's Fighter... but then because it put its all into that attack, it's open and cannot dodge the wizard's spell, nor avoid the ranger's trip attack. Likewise that ranger can choose to make a trip attack and then also attempt to stab the demon while it's on the ground... Or to withdraw for safer distance lest the demon retaliate. BUT he may not have too as that wizard can cast TWO lightning bolts... But if he does he may be screwed if that Chain Devil decides to switch focus to him from the Cleric.
One thing I've used in all editions is Spell Points Granted there are official rules for spell points in 5e, but they are basically "spell slots with extra steps" and designed so that you end up with the same amount of spell casting as you would without. I feel that casters who have high intelligence, wisdom, or whatever their spell ability score is. Thus, I use this method instead: Characters get a number of spell points equal to their CON mod + their spell casting ability mod + their caster level, minimum 1 point. Different caster classes do not add to the spell point total if you multiclass. A spell casts a number of points equal to the spell level you are casting it at.
I use that know caster rule, sorta. I do it that they can learn other other spells as an option to change out- SORT OF like a wizard, but they have to learn them with storyline or study- but the setting has magic classes they can take during downtime so it's not a big deal at all and it's just 1 spell a day. Not as lenient, but still very generous as far as rules for spontaneous casters go.
I really like the expertise one. Like let us have a skill were really good at. And i've always been a fan of we all know the spells our class provides. Let us use them just have them ready before the start of the game
Initiative is not just based on dexterity. Quick reflexes are not the only thing necessary to be ready for a fight. I have my players add half their Wisdom modifier rounded down because being perceptive can also help be ready for a fight.
One rule a gm i played with had was: you can get one unique thing from your backstory, it can be a questline, skill, item, etc... For exemple, one charachter i had could jump good and attack during the jump, but with limitations set on a discussion with gm(ex: a really skilled person could counter attack me midair), and another pc that had really good eyes and an above avarage aim, but was sensible to bright lights and due to cultural reasons some people believed he had demonic eyes, making some oportunities for rp(still working on the backstory of this guy, so i didn't finished what happened to his eyes yet but have an idea) That way everyone could have something that stands out from an npc or other players the got something diferent
Something I have been doing that really should be listed as a official OPTION (not replacing the currently existing options). Is just trusting your players when it comes to character creation. I literally let people take whatever stats, proficiencies, items, whatever they want, as long as it ties into and makes sense with their back story and the general power level we are playing at. When you make deciding stats or proficiencies or anything like that into a game or random chance you just take away options. People will try to min max stats and etc, sure that can be fun if you are running a dungeon crawl or war game. But for long term campaigns its a lot better if people just take what they feel their character should have. Let players discuss what they feel is appropriate and just be open and honest when people do stuff that might be overpowered or underpowered. Its just about rephrasing character creation from "Here are the rules go make your videogame character" to "What do you want to be in this world?", you will be surprised how creative people can be, especially if you work with them on their backstory. And even if something ends up very unbalanced people will likely be fine with it, and if they aren't its really not that hard to just talk about it and tweak a character. The rules aren't set in stone and your not trying to beat the people you are playing with, you can just tell your players you are changing something to make the game more balanced.
My favorite homebrew i use is the Warcaster feat allowing a cantrip with a bonus action. Yes it can be abused but i don't have any power players in my games that are constantly trying to break the rules.
A new rule of mine: The Interception fighting style is a "1d4 x Your class level" instead of the "1d10 + Prof. bonus". My gripe with it was, when given the choice between protection and interception, at early stages both of them are viable options when characters are barely taking anywhere between 4 to 15 damage. It's at higher level play when characters are taking 44 to 60 damage that the idea of completely blocking the damage versus just mitigating a small amount of it makes the best choice more obvious. With this change, the more time and effort you put into training that class, ie. leveling up, the better you become at parrying the incoming damage. At level 15, you have a chance to block up to 60 damage maximum or a minimum of 15. This would make that option feel more viable for players who want to play the parrying type of hero versus the blocking type. And before you say that that's a lot of damage to be blocked, a lot of players aren't going to want to stand next to each other at higher levels. Especially when there are large AOE spells that can be thrown your way. So having a higher damage blocking potential against melee attacks on your allies would make the player feel more justified in standing close enough to them to block it, versus thinking that "Oh I'm only going to block maybe 7 damage, so it's not worth it"
I have one, you should be able to use your action to fully heal from a potion, but have to roll if you use it as a bonus action. It makes combat more interesting
It's a convenient idea, but it removes the whole downside of prepared casters. While it might work for that commenter's table (and maybe yours) I think it's a horrible idea to make it official
@@Flipercat oh I don’t play at all. I’m just a humble passive observer. I just really liked the idea of this. But I do agree with you that this one should be a table by table thing.
I'd say that's a huge buff to prepered casters compared to known casters since they especially get at least like twice the spell repertoire that the others get
8:40 I believe in earlier editions, there was a chance of failure tied to resurrection spells. There was definitely a "System shock" roll for the person resurrected, though. For those of you who don't know. System shock is basically something used in early editions, where if your character goes through a massive bodily change (think petrification, magical ageing, polymorph, etc.) you must roll a percentile die saving throw based on your constitution score (this was before the D20 standard) and if you succeed, you're good, if you fail, you die. So there was the very real possibility of resurrecting a fallen party member, then having them fall dead again not two seconds later because of the shock lmao.
The potion thing will be in the 2024 edition as also the crit damage one. I like the one, when you level up your max hp increases by the max of your hit die. This means that you don’t have to roll for it anymore. Also, a popular one I think is the no encumbered rule. You don’t need to keep track of all the weight things have. Keep it civil though.
One I came up with on the fly during a session: you can cast spells while stunned. One of my players characters ended up stunned during combat, which seriously hampered them. I can't remember exactly what it was, but I remember that the PC was working towards a goal over the last few turns. So I kinda felt bummed a bit for them, but tried not to pull my punches, when the player asked, if they could at least cast a spell, since it only required verbal components. At first I was about to say no, but then I read the condition rules again, and the phrasing "can only speak falteringly" stood out to me. While it is technically against the rules, as it states that while stunned, you also experience the effects of being incapacitated, the fact that it also states, that while stunned you can speak falteringly, while you are entirely unable to speak while incapacitated, made me think. They can still speak, but not very good, and since that player was pretty prone to having bad luck and worked pretty hard for their goal, I wanted to give them a small reward. So I decided to give them the okay for the cantrip they wanted to use, as long as they can pass a "concentration" check, modified by the level of the spell: if they pass the check, they actually pull themself together and manage to speak coherently enough to cast a spell with only verbal components. And despite the check being pretty difficult and their bad luck, they actually pulled it off, with the other players cheering. After that, I decided to implement it as a house rule. I don't think this should be official, as this isn't necessarily for every table, but I liked it, and can make for cool moments.
The one explained at 8:59 is gonna be countered by one homebrew ability I’m giving my character… which fits with the inspiration of the homebrew class I’m using. The homebrew ability: second chance. Which ensures survival. Inspiration is from Kingdom Hearts, which also inspired the homebrew keyblade wielder class
One RPG not only has skill success or failure, there’s worse failure than expected, failed but not as bad, success but with complications, and better success than expected. This much like one of the contributor’s homebrew and I agree with him.
Also toss in a feat called Critical Healer, or just make it a rule, where you roll a d20 and maximize the healing of a spell if it rolls a 20. Possibly even fizzling out and healing the MINIMUM amount on a nat 1.
If you multiclass/race gets you a ability or skill that's a duplicate or is the same of part of those abilities or skills, you can chose a feat/2 extra ability points to make up for the loss.
My rule for flanking, since the original one (advantage) is stupidly powerful: Flankers have greatest chance os criting on a D20. If you crit with 20 you will also crit with 19 while flanking. It is not superpowerful but still extremely desirable and doubles the chance of awesome crit moments
PCs all start with 10+CON mod S.Y.P. points. Certain poisons, spoiled food, and fear effects all have a chance to do SYP damage. You also lose one for going a full day without a short or long rest. A short rest restores 1D4 points and a long rest restores them to full, unless a condition prevents it. If you drop to 0 SYP points, you make a final CON save. On a success, you regain one point. On a fail, you Shit Your Pants. While suffering the shat pants condition, you have disadvantage on DEX and CHA rolls, and creatures within 5 feet must make a CON check or suffer disadvantage on attacks and WIS rolls due to the smell.
I have a rule call “Glancing blow”. When rolling to hit, if the number matches the AC of the creature it hits but damage is halved. I see it is the creature was just able to barely dodge or the armor held up just enough but still did damage. I also have the “Moribound condition”. When a player is reduced to 0hp they go prone, unconscious and get 1 point of exhaustion. At the start of their next turn they can “recover” to get a free passing death save but skip their whole turn OR act. When ever they move, use a bonus action, or action they gain 1 point of exhaustion. They still roll their death save as normal if they act. Any amount of healing will get them out of moribound. Players can also take a potion as a bonus action or action. If they use their action they get max healing while bonus action have to roll. Also potions heal exhaustion.
I have the suspicion everybody in the same group gave the potion suggestion lol. The jenga loot tower sounds like a blast, but wouldn't be an option for online groups . . . Got one that used to be official before 5th edition's oversimplification, Damage Reduction. It gave monsters more varied weaknesses and made combats more interesting than just halving damage all the time. Plus it also enables custom encounters to become puzzle combats if you want a change of pace from the usual battle.
Most things you can do as a bonus action, you should be able to do as an action, this doesn’t work with spells, but for example setting up rope, I allow them to use object interaction, bonus action, and action, they are able to set it up quicker and get to the fight sooner if they’re in intiative
A naritive reason for healing the full amount after using an action to drink a health potion and having to roll if using a bonus action is that, as proven by Bob World Builder, it takes you 6 seconds minimum to drink a full potion. Any faster and you would spill at least a little. If a PC is willing to spend the time to drink every drop, they get the full effect of the potion. Otherwise, they spill some, represented by the roll, reducing its potency.
A system shock check when you go down to lose actual consciousness… Take the hit you roll a constitution saving throw you succeed you get to remain consciousness and every action you take after that is a failed death safe why this could be clutch and having the character save itself. It also gives her dramatic moments of holding onto a bad guys leg to feed them potion one last shank at a bad guy, etc..
I like the one about everyone getting an expertise at level one. I've always felt that the proficiency bonus is too low, and that there are certain skills that a class should almost never fail at. Expertise helps mitigate this problem.
So, i like the idea of giving the other known-spell casters something, but I'd not do a trade out. Something i think could be interesting would be the same kind of idea as the wizard. Where they can learn spells from scrolls, the other known casters can find "scrolls" for their class that gives them permanent spells. Bard finds a wonderul song and commits it to memory, sorcerer found a shard of ice that weird magic shit happens with that gives them a new spell. Makes it much more interactive than wizards just copying the spell down, and a bit more special when you run into something like that
I had a character who got a ring that prevented death, with a limit of course, as they died a few times i kept note of it and the character was gradually gaining the traits of an undead. So eventually, a character used an aoe spell that specifically only hurt undead without knowing and nearly killed this party member.
8:15 roll for impressiveness If you can succeed even on a roll lower than 5, then rolling low simply means you fail stupidly and embarrass yourself despite succeeding. Imagine someone being so good with their weapon that they trip and flail wildly, but still land their attack, maybe also falling (and knocking their enemy) prone on a nat 1
Class-mandatory items (i.e. the bard's instrument, the wizard's spellbook, etc.) have zero carry weight when carried by the class they're meant for. This effect only applies to one such item per character unless the item requires multiple components (i.e. drum and drumsticks).
My homebrew spell scroll rule: Any spell caster can use them as long as they have the ability to cast that level of spell. If it's in their spell book they can just cast it, if it's not in their spell book they have to beat the casting DC or lose the scroll, DC 10+spell level using their casting mod.
Critically failing a spell save/effect causes maximum damage. If it normally places a condition they have disadvantage on the first save they make to end the effect.
@@GangurEXE Yeah it came about after testing weapons having something simular. When you crit with a weapon you just deal max damage. I don't like adding rolls on top bc it kills low level pcs. I've also told martial pcs that instead dealing max damage they can roll damage and cause a condition that's saved based on what would be their save DC like battle masters. Really fun working with players on that.
I know a lot of people hate them, but I love critical hit and fumble tables (specifically the ones that were in the Arduin system.) It just improves and also raises the stakes for combat encounters to make them more dramatic. Now, I've had sone players love them and others hate them, so my house rule is that I'll let them vote on whether or not I use them against the party before we start a campaign. But I ALWAYS use them against the party's enemies. My tables are always cool with that.
I think the issues is the crit fumbles massively penalize martial characters (who are already generally considered a little underpowered). A monk with 5-6 attacks per turn is going to be rolling on the crit fumble table every few rounds. The wizard or sorcerer may roll one it once in an entire campaign.
8:30 I've seen this a lot recently and I also recently had a (friendly) argument with my players about spell components so this is still hot in my mind. Don't penalize a character permanently, ever, seriously. Well, wouldn't that make character death a non-issue? No, because the weakest available resurrection spell, revivify, costs 300 GOLD PER CAST. The only way (in my mind) a DM wouldn't see this as a reasonable penalty for reviving a character is if they are forgetting the rule that a spellcasting focus or component pouch does not waive the material component of a spell with a specified gold piece value. Because of this, and the fact that you, as the DM, are in 100% control of how much gold the party has at any given time, means that there should be no reason for you to penalize a party for a revival they are already forfeiting several magic items worth of cash for (even better if you want to force them to be proactive by converting the gold into diamonds, but I personally don't rule that).
300 gold isn't really a major expense for a Tier 2 character. Unless deaths in your campaign are so common that this is happening very frequently, or your campaign is particularly resource tight, you're unlikely to ever have this been a particularly large concern. DMG guidelines suggest that a level 6 character should have accumulated around 3000 gold through their career, so a typical party could easily have over 10000 gold between them by this point. That cost also isn't necessarily borne by the character who died, anyway.
For resurrections. They come back with a point of exhaustion. You not coming back from the brink of death and just doing an HBK kip up on you feet and diving back into battle. The point of exxhaustion would linger until at least a long rest
Yeah, a scroll was a magic item - one use, part of the magic was anyone could use it. Otherwise, it's just a single page that should be woven into a spell book. What loot did we get: 100gp, 50sp, a magic dagger +1, and 1 page that you can put in a spell book - or wipe your arse with.
everyone has a potion homebrew - though it seems everyone has similar ideas - and everyone has a crit homebrew, wouldn't be down for no ASI though or the HP 0 exhaustion. Jenga was a strange one, could be fun but if you're looting there shouldn't be too much urgency if the battle is over, maybe in a lair or a magic boss but you'd want your players to feel rewarded for their combat. Same with Secret Rolls, there's perhaps some profit if you want a mystery but rolling things yourself is meant to put it a little more in your hands. Resurrection one does get used in Critical Role, each attempt becomes more difficult and I think there's a maximum of 3 times, but the idea of 'coming back wrong' would be an interesting roleplay choice, maybe like the Scars situation in Candela Obscura, Daggerheart also has the 'Blaze of Glory' death option.
when I run a game everyone gets a custom feat for their class. Something to set them apart from any other paladin or wizard they'll find out there in the world. One example is my forge cleric (my dm stole my idea) can hold a crafted item made by a smith and able to tell if it's real or fake and what it's abilities are.
All martial classes, and even martial focused subclasses get two of the Battlemaster's superiority dice and techniques. The Battlemaster just gets more, and their progression is better than it is for other maneuver users
3 that are shamelessly stolen from Star Wars 5e Dominance: Basically, height advantage If you are at least 10 feet up, and there are no enemies within 5 feet of you on a 2D plane, you have dominance. It comes in 3 levels with increasing bonuses to attack rolls 10 feet: dominance +2 bonus 20 feet: super dominance, +3 bonus 30 feet: hyper dominance, +5 bonus Can you see why I like this? Ranged players will LOVE hyper dominance, as it’s basically a free +10 to damage with sharp shooter Flanking: No longer applies advantage. Instead, you get a +2 to hit. A nerf by itself, but now it stacks with other sources of advantage. So you can get flank bonus AND advantage. With how easy it is to get advantage in 5e, I see this as a net buff, tbh Saving throws: Bare with me on this one In SW5e, there are multiple abilities from both weapons and classes/spells that turn an attack roll into a saving throw, and ALL OF THEM add the following add the following at the end “If you would normally have advantage on the attack roll, the target has disadvantage on the saving throw. If you would normally have disadvantage on the attack roll, the target has advantage” Also, all bonuses to attack rolls from outside sources (bless, dominance, flanking, etc) turn into minuses on the saving throws Say, for example, you were 30 feet up and had a bunch of goblins you wanted to blow up with a fireball. Well, you have hyper dominance, which means you have a bonus of 5 Those goblins suddenly have their usual +2 to Dex saves turning into a -3 due to a -5 to the save All of these combined to encourage tactics and taking advantage of terrain features. Snipers are also SO much more fun to play when you basically get sharpshooter bonus to damage for free
Mine is (and I don't want it added to the official rules, would honestly be annoying): Your first non-combat nat 20 does EXACTLY what you want, not the best possible outcome or a monkey's paw situation, what I as a DM understand what you want is what happens. Its just something I added for fun to make players get really excited at the start of a campaign, encourages RP and creative thinking. It also readds that magical feeling of when you got your first Nat 20.
I thought the "4d6 for stats" deal was standard. I also give my players another stat creation option: Roll a d20 36x. Place the rolls either into 6 columns or 6 rows. After all the rolls are done, you either choose a row, a column, or one diagonal. The order of the numbers in the choice correlate to the stat from top to bottom (str, dex, con, etc...) so that they can't just pick all the best rolls. It's a high risk/high reward method that can either give some great stats, or a lot of grief. I still allow them to add whatever bonuses their races give them if they choose this route. If you really want to make this unique, you can either have all the players take turns rolling to complete one 6x6 grid that they'll all pull their stats from, or have them watch the DM roll the grid for them. I've also done a variant of the 4d6 option where they roll 6x, keep the best 5, and I grant them a 20 for the last roll. These methods can lead to some interesting character concepts, as well as show DMs the mindsets of their players.
The if it makes sense rule is how I run my table in general, that way I don't just have to say no all the time and my players think things through. If you can make it make sense to me why and how something would work then it's just your rolls that are the issue. 9 out of 10 times if you can't explain it to me well enough for it to make sense then it wouldn't work, I don't necessarily need to know exactly how the siege engine works just that it uses the principles of a catapult with some enhancements. The flip side is that it also inherently stops things like peasant cannons because while yes RAW can be abused like that it doesn't make sense to me as the dm.
I've got one! The extra damage from a crit can be exchanged for another turn. This means you can disengage, cast spells, dash, or attack another enemy. If you do decide to attack, you don't need to roll to hit. I kinda stole this from the Persona series.
i like giving armor and weapons durability, for example lets say you attack someone with an AC of 14 but you roll a 12. you still hit them but only the armor takes damages while the weapon's durability is slightly reduced. to simplify it if the roll is closer to the AC then the armor takes more damage and the weapon takes less durability reduction and vice versa. getting past the AC creates an armor break situation where their armor is now useless and attacks go through. it gave my support classes more to do as they would cast barriers and other defensive spells to protect allies and the effects were more appreciated since it could save the player from having to spend coin repairing gear in town.
In my home brew. We always roll two 20-sided dice. When they MATCH. It is a critical hit or miss. 2nd one. I always let my players roll 2 to 7 hps for start extra hit points. (PC's only.)
Every Martial Character with Extra Attack (and Rogue+Extra Attack subclasses, like Blade Singer) gets a fighting Maneuvers. They get less then Battle Masters, and start with d4, but we think it's an absolute bullbrownies what NO ONE know them. And there are Maneuvers what I can pull.
@@Klaital1I mean at that point you might as well just play regular Human with +6 to stats and a feat. I can see it being a good choice for characters dependent on multiple stats.
@@boianko No class needs more than 3 stats at most, which means that you get max of 3 points of useful stats from regular human, which isn't any more than the +2/+1 you get from any species.
@@Klaital1 I've personally played characters that needed to max 3 stats, one of which wasn't constitution. Monks are also infamous for this, with Wisdom, Dexterity and Constitution. If you use point buy it helps to save on your dump stats so they don't go in the negative. Also very useful for skill-monkey characters like Rogues or Bards.
@@boianko I guess you didn't actually read what I wrote in the last post, because I specifically said that if you need 3 stats, the 2014 human isn't any better than any of the +2/+1 stat species, since you get the same total +3 to stats that matter. Also skill monkey characters don't care that much about the actual stat, they get most of their bonus from expertise.
@@defiledsoul1658 Yep! And I’ve found that giving them multiple turns per round is easier for me to run than legendary actions. This also allows them more chances to break free from a big debuff like Hold Person.
@@PresidentAshenHeart i think how I would run this is that i would have them roll initiative and have one turn on both +10 and -10 from that number, and on turns that are not their primary turn they would get to use a bonus action or action with only half movement
@@defiledsoul1658 I wouldn't, I just treat the turns as normal. I'm also running a game with 6 people, so having them fight 1 enemy (no mobs) with Triple Initiative evens out the action economy.
A hill I'm willing to die on is that a crit fail on a spell save should have the same affect as a crit on an attack. If I hit you, and roll a nat 20, I double the dice roll. But if I throw out an area effect spell, and you roll a nat 1 on your save, you should also take double dice damage. At the very least, a nat 1 on a save should not have the same affect as if it's is a normal failure. There should be extra consequences.
So a couple things, 1. Area damage is rolled once for all creatures in the area the benefit of area spells is hitting many creatures in an area and depleting the total health pool of your enemies. 2 Non damaging save spells are already devastating and balanced around the spell landing or doing nothing. Spellcasters do not need extra damage and spells like blindness, bane, hold person, bestow curse, banishment, flesh to stone, and disintegrate don't need anything to be better.
@MetaMdad I know I can't EXTRA hold person, or make you EXTRA blinded. That's why I brought up damage AOE specifically. Like Insect Plague, a swarm of insects are physically attacking whatever is inside the radius, and Arms of Hadar, which is the same thing with tentacles. Those are the ones I'm talking about. A nat 1 on those should be the same as a nat 20 on an attack, because that is essentially what is happening, in my opinion. To me, that would mean that the insects or tentacles hit something vital.
I've never been a big fan of the "exhaustion when going to zero or death saves" rules as 5e healing isn't good enough to prevent said downs, and its too prone to a death spiral. If one could reliably heal someon well enough from 0 so that the next attack doesnt drop them down again, it'd be better, but no one who implements that rule ever seems to recognize or fix 5es issue wirh bad healing and makes it way too death spiral prone. Not also giving the variant human an extra feat, or no other compensation for the loss of one a big part of their power budget is also a very poor and inconsiderate ruling Feels like it's done out of malice rather than genuine interest in running a better game. Dm secret rolls always have the same problem of denying the use of features that allow rerolls and can feel really bad. Let players make informed decisons about this stuff. Whispered death saves are fine, but truly dm secret rolls were never something i could get behind, especially when it locks players out of their class features.
You didn't need to explain the healing potion homebrew 97 times
Well, if you saw the video through, he *does* mention that if so many people have the same idea, maybe there's something to it - as in, editors soft way of saying, Do This.
It's called Hammering it in, because
A) a lot of people use it
B) it's a good damn rule
@@TrylleBanjoor you could just say as a side note that a lot of people like it and move on
"WHAT DOES POT OF GREED DO?!"
(The joke is that in Yu-Gi-Oh Pot of Greed is a rather commonly used card, and they insist on explaining what it does _every_ time it gets played.)
I think you should be able to use a potion as a bonus action and roll, and action for full use. Flavor wise this this the difference between drinking it all vs a hastily spilling drinking.
:p
Official Unofficial Rule: If you can figure out what I’m ripping off for the campaign I give you inspiration. 🤣
I like this. It encourages the players paying attention, and potentially broadens their horizons
Using this
I never rip off my campaigns from anything. The dark castle of Baron Dracola is completely original...
One of our DMs has something simelar. He incorporates references to specific characters or series (Can be everything from Devil may cry to monthy python) and if you guess the references you get rewards after the session.
Ok, I honestly am going to use this. I was already going to add in characters from different things and races from different series, such as the type of fairy from Tinker Bell
So Variant human just becomes the worst race in the game by far if it's main feature becomes irrelevant? Strange ruling that seems to come from a place of revenge rather than reason. Many of the other rulings make a lot of sense though.
i mean, variant human is a *variant*
@@Kronosaurus-1924 exactly the dm could just say no, but decides to be a dick to the player instead
I've heard this and it's just a bog standard human with a feat. There is nothing special with the variant human.
It's pretty much what 5.5e is doing.
I bet they just had a table with people that always just play V human and wanted to force them to change it up.
Giving all races a feat but human variant still only gets one turned it from the best race to the worst race, it gets 2 points in ability score increases and 1 skill proficiency, most other races gets 3 points in ability score increases, and a bunch of unique features.
As an example: the 5e non-human core race with the fewest racial features is the Dragonborn, who gets 3 points in ability score increases, an elemental resistance, and a breath weapon.
I thought the way it worked was you get the free origin feat and an additional feat. Could be wrong, and that could still be underpowered.
@@evannewman3997 the way the rule is laid out in the video, the variant human would only get one feat, defeating the purpose of taking variant human.
True. But there's still normal human if you want to be human.
@@MalloonTarka which is, objectively, the worst race in the game. With the "homebrew" they just made variant human worse than regular human.
You'd get 2 at level one
8:24 This is a rule in another, simpler system I learned. An example it gives is, If you don't make the DC to pick a lock by 1 or 2 (It's a very low number system), you pop the lock, but make far more noise than you want to. Now you have to act faster or change your plan in case you were heard. The action is moving forward, and the tension has risen. Win for the players, win for the DM.
I like this.
OK but like...there is a point where a fuck up is just too big, even if you are really good at something.
@@jkingsoul5115”by 1 or 2”
Attack is attack=held actions give you your full multi-attack, and any time you get an attack (i.e. opportunity attack) You can replace it as normal with shove/grapple/etc.
Why can a wizard hold a 9th level spell but fighters can only hold 1 attack.
Costs the wizards concentration to hold any spell, 9th level or cantrip
Takes concentration to hold a spell meaning you lose any concentration spells that are already up, if you get hit you have to make a concentration save or lose the spell and spell slot, if the trigger never happens and it comes back to your turn, you lose the spell slot anyway. Casters take a big risk holding a spell and lose out on things as well, your fighter not getting to bonk because no bonk target isn't sacrificing anything.
Also players DO NOT GET MULTI-ATTACK, multi-attack is a monster only ability that lets them use a set number of attacks for their attack action (claw and bite or Frightful presence, bite, claw, claw) and ONLY those attacks.
@@Dmaster2kMulti attack, extra attack. Semantics.
This ir raw xD
@@Menno_3multi attack says when you do the attack action
The “fail forwards” thing reminds me of an idea I had a while ago. If a character is good enough at a certain skill (proficiency, expertise, above a minimum value, etc) then they should KNOW when they fail a check from that skill, through factors out of their control. Eagle-eyed ranger fails perception? They got a sudden coughing fit and couldn’t concentrate on anything. Super-sneaky rogue fails stealth? They’re as quiet as ever, but a vase fell off a shelf right behind them and shattered. Future archmage wizard fails arcana? They were about to recall information, but one of the bard’s songs got stuck in their head and disrupted their train of thought. Dice are there to simulate randomness, but you can make that randomness logical.
One I have just implemented is Inspiration Cards.
Instead of getting advantage when they are awarded Inspiration, a player draws from a deck of cards. Each card has a unique effect.
For example, one card can be used before their character makes an attack. If the attack hits, it's a critical hit. Several of the cards grant a +5 to one of five different skills. There is also a card that lets a downed character restore hit points equal to their level+constitution modifier.
Players can keep the cards or exchange them if they get inspiration again. So far it makes the Inspiration mechanic so much more fun and interactive.
Deck of Inspiring Things
did you get an actual deck from amazon, or make it yourself? i'd love to buy one!
@@ShackleYT It's only been about 2 weeks since I implemented it, so for now I just have an effects table (each effect corresponding to a playing card ♦️♠️) and I use a normal deck of cards with just Aces, Jacks, Queens, Kings and Jokers.
I am working on drawing the cards though. I already have a printable template half-done.
@@boianko I'd love to see them
I think the problem with some homebrew secret rolls to me at least is many abilities especially some 2024 e only work on failure.I also believe that they are designed with you knowing the roll as apart of the balance.Also it’s kinda mote cause the dm has to tell them if they fail for the ability to work so they could just keep asking for unknown rolls(new bardic,tactical mind etc)
Exactly. What if i have a lucky feat? How should i know when i want to reroll that?
@@sheriff2285 Counterpoint: screw Lucky
And there's skills were you can can't roll under 10+bonus. For example perception
A bit one is font of inspiration. You don't know whether something succeeded or failed but you do know the roll. It would be the same with spending a bardic inspiration. You wouldn't do it on a 1-3 or 17-20 on the dice but you would consider it for a 10 on the dice to shore up for a challenging skill check.
@sheriff2285 no longer an issue since lunch no longer rerolls a dice it let's u give adv or disadvantage to a roll
Pathfinder 1e homebrew rules with my longtime group:
1) Rolling a nat 20 gives you a +20 on the total result of your roll, while a nat 1 gives you a -20 on the result (for example: you have a +10 on a skill check, a nat 20 would be a total of 50 and a nat 1 would be a total of -9). It gives crit successes/failures some actual meaning without always falling into the idea of "auto-pass" or "auto-fail" (yeah I know a -9 is basically an auto-fail, but at high levels your character *should not be able to fail at basic-bitch skill checks* and this house rule allows for that). This only applies to things like skill/ability checks and saves, though; attack rolls still auto-hit on a nat 20 or auto-miss on a nat 1 unless there's a specific effect in place that would change that.
2) Every character that gets a mount or animal companion gets to pick from the *full list of options* instead of being limited to whatever is listed on their class. This rule doesn't do anything for Druids or Hunters, but it's a massive boon for Rangers and Cavaliers, as they have an absurdly small list to pick from and their companion is already going to be weaker due to their class not having any of the buff options that Druids and Hunters get. I like this house rule for Cavaliers especially, since... well, frankly, when you've got options ranging from wolves and bears to _giant birds of prey_ to _megafauna,_ why would you ever choose to charge at your opponent from the back of a _horse_ instead of a goddamn *T-rex?*
We run you 1) rule aswell, albeit +10/-10. If, after applying your bonuses, you make it from -10 to a positive number, then it's just a normal failure (unless you beat the DC too, then it's a success of cause), if you're still in the negative after bonuses, then it's a critical failure.
2) isn't as much a house rule as a healthy application of rule of cool. We tend to allow diverse animal companions if it's cool and makes for a better story.
We also run a house rule regarding rolling for hp on level up, because no frontliner likes rolling badly and being unable to fulfill their role. Everybody rolls for HP but any roll below average is treated as average (rounded up) so a fighter rolling a d10 gets a minimum of 6+con every level.
Because the horse is still cool.
One of the first homebrew rules I implemented, and I saw lots of other DM's implementing as well, was changing the number of items a player can attune to at any given time from a flat 3 regardless of character level to matching your character's proficiency bonus, so starting at 2 and gradually building up to 6 as you gain levels.
*Not me, watching this video with my laptop open writing down every useful rule for my first long-term campaign*
"Great knowledge you have, share you must..."
Health potions should be a container with as much HP as the formula of the die roll. A character can drink as much or as little as they'd like for a single action. (Pathfinder 2e)
And this is a good ruling imo. The one in the vid is absolutely whack.
honestly this works better than full heal value for a full action but rolled value for a bonus action, that way you aren't wasting too much of the potion's healing if you're missing less health than it can restore
Had a warForge Cleric character funny enough "perish" because my friend saw I only had 1 failed save, and chose to hold off picking me back up a turn to prioritize a Enemy Assassin and his minions we were fighting in a Warehouse, my turn rolls around and I roll a Nat 1 on my 2nd sav instantly ceasing to function ...
Quickest I've ever lost a character, and at no fault of my own...
Ended up being turned into a statue to "Memorialize" themselves, and funny if not sweet gesture of the rest of the party and DM.
honestly looks like the potion thing is the 5E version of Dex to ranged damage. back in the days of 1st and second edition resurection had consequences firstly you could only be raised from the dead a number of times equal to your Con score and there was only a precentage chance of the spell even working on you based on you starting Con score. Oh even better the taxing effect it had on clerics regardless of the spell working was also insane.
i have just double damage on crits in my campaign, including modifiers like str, dex, rage, dueling etc. i feel it gives my martial players (bard/rogue, a fighter and monk) alot more damage on their crits
I find that this is mostly a buff to the enemies since there tends to be more of them doing martial attacks than the enemy (often in such numbers to flank for advantage making even easier crits).
@@uberculex thats true however i dont work with flanking rules and i have a fair amount of spellcasters as enemies. also i dont crit against my players unless its the monk with a +1 in con and half hitpoints
1:59 YES GIVE ME A REASON TO FULFILL MY POWER FANTASY BY HEALING IN COMBAT AND ACTUALLY BEING USEFUL!! Once I realized you should honestly just yo-yo people with healing word for maximum effectiveness my heart was broken as now it feels like my play style holds the party back cuz I’m healing 7 hit points only for them to take 22 damage, instead of casting an offensive or control spell and preventing said 22 damage from even happening. Also it’ll be fantastic w the doubled dice on cure wounds and healing word in 5.24 E
Not mine, but one I found on UA-cam shorts: Coyote Time. You get one turn before falling. Once, a sorcerer was about to fall into the river Styx and froze the surface. That DM went from avoiding falls at all costs to including at least one pitfall, bottomless pit, or lava stream.
RAW, you don't fall until the end of your turn... So tie yourself to a tree with a rope, jump off that cliff to attack the airborne foe taunting your party, and pull yourself back after finishing your business, and you won't even fall.
@@JeffreyJusticeLoseyThat's not true. Per the rules, the moment you would fall, you immediately drop down up to 500 ft
"Resistance" is q reaction you take when someone in 30F fails a saving throw.
That's the best way to make that cursed spell any good. I never even heard of anyone picking that cantrip, even though its competition in the cleric cantrips is lackluster at best.
There's a podcast group I used to listen to that had a bunch of custom rules around resurrection, including significant backlash onto the caster, potentially enough to even kill them and have them sacrifice themselves to bring someone back. They also had a multitude of ways for it to go wrong, including a bunch of tables to roll on full of random physical and mental quirks that you might come back with. They even had a unique table for each spellcasting class, implying that since each of their magics work in different ways, they all have different risks. One person was brought back by a druid, and options on the table included parts of their skin turning into bark, fear of fire, or the chance to fly into a bestial rage. They ended up with golden cat eyes and Deadpool-esque awareness of the world outside the game.
I’d give all martials Combat Superiority (half casters get half of the effects, and Gishes get about 1/4th of them) if I were to run another game.
Would this make Battlemaster terrible? No, they just get double the dice and maneuvers…
Also, all classes would get a single Subclass feature at 1st level (A Paladin gets their Channel Divinity, the Mercy Monk would choose either Hands of Healing, Harm, or Implements of Mercy, etc). Why? Because Subclasses at level 1 is awesome…
You take no falling damage if you fall into sufficiently deep water. Its just fun action movie stuff. Nothing is lamer than jumping from a 5 story building into a swimming pool and needing to roll fall damage.
I'd include that as a bonus if you have proficiency in acrobatics. If you don't, you have to roll an Acrobatics check.
@NameIsDoc Yeah that's a fair way of doing it. I usually just make it an automatic thing
Water is remarkably hard when you're going fast. You can be killed by impact on water.
This actually covered in 2024e. If you would take fall damage, but land in a body of water big enough to fit you, you can use your reaction to make a DC 15 Acrobatics check to take no (maybe half, I need read up, but either way cool) fall damage. Also, as a reaction to falling enough to take fall damage, you can attempt to grab a nearby ledge with a DC 15 Athletics or Acrobatics check to save yourself from falling.
i love that the dungeons and daddies stuff is becoming so universal, anyone who hasnt listened to that it is a phenomenal show, also i like how so many minds think alike about the potions
My personal Favorite homebrew rule was the Variant Crit rules I ran For both myself and my players.
When you score a critical hit on an attack roll/ spell attack roll, you take the maximum damage of one of the dice and roll the die again. This gave crits an inherent bit more punch to them.
Additionally, the damage type that was delt in the crit would determine an additional rider effect that would be applied to the creature who was critically hit.
Acid: (The Whithering) The target's AC is decreased by 1 until they finish a short or long rest.
Cold: (Frosted Sluggishness) The target is Slowed for a round.
Fire: (Put to the Torch) The target is lit on fire, and takes a number of d4s in fire damage equal to 1+the spells level that they were crit by each round. The target can use an action to douse the flames, and the flames can be put out by logical means.
Lightning: (The Emmiter) The target is paralyzed for a round. Additionally, when the critter target is hit with a melee attack with a weapon made of metal, they take 1d6 additional lightning damage, once per turn.
Thunder: (Shell shock) The target is Silenced and Deafened for a round.
Poison: (The poisoned Chalice) The target is poisoned for a round. This poison bypasses immunity to the poisoned condition.
Necrotic: (Gift of the Undeath) The person who crit the target regains half the damage dealt in hitpoints; if the health regen exceeds the max hp of the attacker, they gain temporary hitpoints equal to the remaining number instead.
Radiant: (Searing Radiance) The target is blinded for one round, additionally, attacks against this target crit on a 19 or 20 whilst blinded.
Psychic: (Mental Inhibition) The target is stunned for one round.
Force: (Shockwave) The target is pushed 20 feet away. If the target bumps into any nearby objects as a result of the forced movement, they take 1d8 bludgeoning damage per object. This forced movement can also trigger traps.
Bludgeoning: (Fracturing Bones) The target is knocked prone and has its movement reduced to zero for a round.
Piercing: (The Hunt) The target has its movement reduced by 10 feet for one minute. Additionally, for every 5 feet of movement, the target moves, they take 1d4 piercing damage for one round after the crit.
Slashing: (Fresh wound) All creatures have advantage on attack rolls against the target for one round. Additionally, when a creature hits with an attack, during this round, the target takes 1d4 additional damage of the damage type dealt.
This made all crits feel impactful and made playing a Smite Stacking Paladin incredibly strong. Additionally, it encouraged people to take more attack-roll based spells, as if, in the event they crit, they did something more than just damage. However, I, as the DM, had access to the same toys.
I like my rule of you can throw healing potions to heal but there half as effective. My idea is that healing potions are magic to some degree so ingesting it would give the best effect but contact is what's important.
In a campaign I ran with some people the DM had a “chalice” that once per session you could drink from.
This chalice also had you roll a D6 and then the Percentage Dice - whatever effect you rolled for was given to your character.
Examples:
+ or - to Stats
Random Magickal Items
Random Mysterious Encounters for your Toon, be it good or bad
Random Feat given or taken away
Etc
The CHAOS of this Chalice was AMAZING!
Also the liquid in the Chalice never ran out & it always tasted different for each toon….in fact you had to say what it tasted like when you drank from it.
>everyone gets a feat at level 1.
>whenever you get an ASI, lvl 4, 8, 12, etc, you do t choose. You get BOTH your ASI and a feat.
>whenever you drop below 0 hp gain a point of exauhstion.
The other ones are fine but the last one is bad for Frontline melee classes just doing their job. If you are having an issue with them healing your fighter from zero constantly then the solution is to simply attack them while they are down. If a creature with 3 attacks knocks the Frontline in one, the next two are going to him. As a human fighter main I can tell you I find that less bs than stacking exhaustion and as a DM who does the above I can tell you my players know that 1d4 is only going to get them killed since I only target them like that after they had been knocked out once and came back. So long as they can retrieve the body they can buy or go into debt to the church and get revived
6 free feats. God damnit, it's some god slaying campaign.
I’ve got several home brew rules that my players love some of them including ones you mentioned. First, I get a lot of hate for this one but we ditched spell slots & “preparing spells” for a roll to cast system. No more tracking spell slots or not being able to cast because you didn’t prepare it in the morning. It’s 8 plus the level of the spell. So a third level,
fireball needs an 11 to hit. A crit hit does Max damage plus a damage roll (same as weapon combat) BUT a crit fail has negative consequences. After rolling a 1 on a spell cast you roll 1D20 again to see how the spell misfires 9i look it up on a spell fail chart), it could be anything from creating a tornado in your vicinity & everyone has to make a saving throw or the user gets teleported somewhere not too far off map. Cantrips are straight 8 until level 4, after that cantrips are automatic. Another one I like using is if you have leftover damage after killing an enemy then that damage gets transferred to the next closest enemy IF they are in range of the weapon (or spell). One of my other favorites is picking locks, they don’t get to just roll a D20 & pick the lock or not, they have to roll a series of D6’s, 1D6 for every tumbler in the lock. For example a DC7 lock is a simple one tumbler lock, I may choose a specific number that they have to roll on the D6 or I may say “any even or odd number” if it’s super easy. However a DC15 lock may have 3 tumblers & I may tell the PC “you have to roll all 3’s”. They get to roll all dice once per turn, anytime a D6 land on the number they need I tell them “you feel a tumbler click” & tell them to hold onto that dice & roll the others until they get the other tumblers. If they get 3 fails in a row they roll 1D6 for a negative consequence chart which may be anything from breaking their lock pick to getting frustrated & the DC of the lock goes up by +1.
I had one from 3.5 that was somewhat made official in 5e; Second Wind.
For those that know the system; I simply replaced the fighter bonus feat at first level with this feature, which gave temporary hit points according to fighter level and constitution modifier. At certain levels, additional uses per day were gained. It works different in 5e, but the idea is the same; give fighters more independence from support characters and less reliance on magical healing.
Hello "Eat your Potatoes!" This song BRIMS with nostalgia for me.
Any spellcaster can perform counterspells without needing an actual named spell-they just need to sacrifice a spell slot of equal or higher level, the idea being that the energy released by their spell interferes with/neutralizes that of the opposing caster. Since you are not going through the complex motions of your spell and only using its energy, you can do this as a Reaction same as a normal, named counterspell. However, there is some guesswork involved as to the level of the spell you're countering this way, so I also allow an Arcana check to identify the hand movements, etc. being used. Additionally, if the spell you're countering was cast at a higher than normal level (upcast), your interference 'drains' energy from the countered spell even if it goes off, so for example an upcast Evocation spell will be cast at its normal, non-upcast level (or at least 1 level lower).
If you roll with advantage and roll a nat 20 on both dice you should get quadruple damage.
When the cat jumps on the table...roll initiative.
A feat at level one really makes builds more versatile early and helps stop everybody from going variant human, I tend to let players who still play human have some sort of other bonus which we discuss beforehand.
I have a few. Uncapped levels. When you reach 20th level and start spending XP on epic boons, one of the epic boon options is to take additional class levels. These do not increase your character level, and instead behave the same as the "extra" class levels of a gestalt character. 5e doesn't have rules for gestalts, but I do, and it makes it pretty easy to handle. This allows you to focus on where your build is going _now_ and not have to worry about what you might be missing out on when you reach 20. The campaign will probably end before you reach 20 anyway, but this at least gives you some peace of mind.
Rebuild your character at any time, so long as you end up with all the same stuff. Mostly this means "moving" something you've had for a while to something you recently acquired so you can repick the earlier option. For example, being a Warlock and taking Eldritch Blast right away, then later picking up Spell Sniper and "moving" EB to be the free cantrip from Spell Sniper. This way, you can pick a new Warlock cantrip such as Prestidigitation.
Longswords are finesse weapons when two-handed. This means you can Sneak Attack with them. Possibly removing the weapon restrictions on Sneak Attacks altogether.
Simple custom races (but requires DM approval). Small or medium, 30 walk speed, +2/+1 of your choice, speak Common and one other language. _Any_ three racial traits, from any race. A fourth trait from a curated list, which includes things like darkvision. Lifts racial restrictions on feats, but limits you to two racial feats max. I've tried working with things like Detect Balance or coming up with my own point-based system, and the complexity was just more trouble than it's worth. This may not be balanced, but it is _easy,_ and it really helps to bring certain builds together. I think this might actually be the best homebrew I've made, though I do have to acknowledge that it should be something that requires DM approval, and might be better left as homebrew.
My table is currently testing some new rules for prepared spellcasters. The current rule we're trying is that you can cast non-prepared spells but you take a point of exhaustion, and the DC for failure increaes with each time you cast a non-prepared spell). I'll suggest the new exhaustion given here as well as the one DM's rules for any spells as long as you don't exceed the max number you can have
I'm developing a TTRPGS, and some of these definitely are really helping me flesh out some problems that have arose from playtesting sessions (and other vids akin to this one on the channel).
8:59 is one I thought of myself after hearing a story about a PC that died fighting a dragon on the inside. Wanted to give players that feeling of doing something heroic before they die. In MythCraft this is 3 Action Points (the base number you get each turn) but I’ll let them argue for more when it happens. Not enough to do anything too crazy.
The “max damage plus roll” critical hits is baked into the official rules, but I’ve been tinkering with a house rule for magic critical hits since those usually don’t have any bonus effects. Currently I have them reroll any low damage dice (1s and 2s) and inflict a condition based on the damage type.
Magical effects from certain items stack like the deck of many things/deck of many more things. Like the stat increase effects (as i believe they should)
I got four
1-Resting, Long rest is 1 Week - con mod days , short rest 1/2 day - con mod hours , This assists with balancing marital & casters. (My games time table is 10sec a round 30hours a day ,10 days a week ,30 days in a month)
2- The crust dealing max damage & rolling extra
3- I differentiated the magic sources Arcana /nature/divine & all players can use spell scrolls for cantrips and leveled spells of their type not necessarily their class , also this means the skill Arcana does arcane magic ,Nature does nature magic & religion does Divine magic not just arcane for all spell knowledge types
4- Attunement slots are +1 slot per 2 proficiency bonus + Int mod(normally) again the type of slot is dependent on the source of the items it’s just usually intelligence because arcane magic can be the most reliably reproduced of course once you use an Int/wis/cha (Int is learning the item & dominating it mentally , wis is feeling the intention of the item & using it reactively & cha is essentially reaching out to the item bonding with it) attainment type you can’t mix them also some magic items come in sets that boost the power of the items if you collect & attune to all of them 🎉
This only works for Pathfinder 1e and D&D 3.5, but I always run with this houserule: Everyone, including monsters and NPCs, can choose to trade their movement action AND their five foot step AND their attack(s) of opportunity AND forgo any reflex save untill the start of their next turn, for a second standard action. It's entirety fair, and while it opens up some insane damage possibilities, it also opens up a lot of defensive and utility possibilities. It also makes you extremely vulnerable if you use it. The idea is there's a lot a character can do outside of their turn order in those 6 seconds by RAW. This makes it so they can use all of that potential at once if they want... But so can the baddies.
An example of this in action would be the Ballor the players are fighting can make two full attack actions this round and kill the party's Fighter... but then because it put its all into that attack, it's open and cannot dodge the wizard's spell, nor avoid the ranger's trip attack. Likewise that ranger can choose to make a trip attack and then also attempt to stab the demon while it's on the ground... Or to withdraw for safer distance lest the demon retaliate. BUT he may not have too as that wizard can cast TWO lightning bolts... But if he does he may be screwed if that Chain Devil decides to switch focus to him from the Cleric.
One thing I've used in all editions is Spell Points
Granted there are official rules for spell points in 5e, but they are basically "spell slots with extra steps" and designed so that you end up with the same amount of spell casting as you would without. I feel that casters who have high intelligence, wisdom, or whatever their spell ability score is. Thus, I use this method instead:
Characters get a number of spell points equal to their CON mod + their spell casting ability mod + their caster level, minimum 1 point. Different caster classes do not add to the spell point total if you multiclass. A spell casts a number of points equal to the spell level you are casting it at.
I use that know caster rule, sorta. I do it that they can learn other other spells as an option to change out- SORT OF like a wizard, but they have to learn them with storyline or study- but the setting has magic classes they can take during downtime so it's not a big deal at all and it's just 1 spell a day. Not as lenient, but still very generous as far as rules for spontaneous casters go.
I really like the expertise one. Like let us have a skill were really good at. And i've always been a fan of we all know the spells our class provides. Let us use them just have them ready before the start of the game
Initiative is not just based on dexterity. Quick reflexes are not the only thing necessary to be ready for a fight. I have my players add half their Wisdom modifier rounded down because being perceptive can also help be ready for a fight.
One rule a gm i played with had was: you can get one unique thing from your backstory, it can be a questline, skill, item, etc...
For exemple, one charachter i had could jump good and attack during the jump, but with limitations set on a discussion with gm(ex: a really skilled person could counter attack me midair), and another pc that had really good eyes and an above avarage aim, but was sensible to bright lights and due to cultural reasons some people believed he had demonic eyes, making some oportunities for rp(still working on the backstory of this guy, so i didn't finished what happened to his eyes yet but have an idea)
That way everyone could have something that stands out from an npc or other players the got something diferent
Something I have been doing that really should be listed as a official OPTION (not replacing the currently existing options). Is just trusting your players when it comes to character creation. I literally let people take whatever stats, proficiencies, items, whatever they want, as long as it ties into and makes sense with their back story and the general power level we are playing at.
When you make deciding stats or proficiencies or anything like that into a game or random chance you just take away options. People will try to min max stats and etc, sure that can be fun if you are running a dungeon crawl or war game. But for long term campaigns its a lot better if people just take what they feel their character should have. Let players discuss what they feel is appropriate and just be open and honest when people do stuff that might be overpowered or underpowered. Its just about rephrasing character creation from "Here are the rules go make your videogame character" to "What do you want to be in this world?", you will be surprised how creative people can be, especially if you work with them on their backstory. And even if something ends up very unbalanced people will likely be fine with it, and if they aren't its really not that hard to just talk about it and tweak a character. The rules aren't set in stone and your not trying to beat the people you are playing with, you can just tell your players you are changing something to make the game more balanced.
My favorite homebrew i use is the Warcaster feat allowing a cantrip with a bonus action. Yes it can be abused but i don't have any power players in my games that are constantly trying to break the rules.
A new rule of mine: The Interception fighting style is a "1d4 x Your class level" instead of the "1d10 + Prof. bonus".
My gripe with it was, when given the choice between protection and interception, at early stages both of them are viable options when characters are barely taking anywhere between 4 to 15 damage. It's at higher level play when characters are taking 44 to 60 damage that the idea of completely blocking the damage versus just mitigating a small amount of it makes the best choice more obvious. With this change, the more time and effort you put into training that class, ie. leveling up, the better you become at parrying the incoming damage.
At level 15, you have a chance to block up to 60 damage maximum or a minimum of 15. This would make that option feel more viable for players who want to play the parrying type of hero versus the blocking type.
And before you say that that's a lot of damage to be blocked, a lot of players aren't going to want to stand next to each other at higher levels. Especially when there are large AOE spells that can be thrown your way. So having a higher damage blocking potential against melee attacks on your allies would make the player feel more justified in standing close enough to them to block it, versus thinking that "Oh I'm only going to block maybe 7 damage, so it's not worth it"
I have one, you should be able to use your action to fully heal from a potion, but have to roll if you use it as a bonus action. It makes combat more interesting
10:52 I absolutely love this idea. It allows for more versatility.
It's a convenient idea, but it removes the whole downside of prepared casters. While it might work for that commenter's table (and maybe yours) I think it's a horrible idea to make it official
@@Flipercat oh I don’t play at all. I’m just a humble passive observer.
I just really liked the idea of this. But I do agree with you that this one should be a table by table thing.
I'd say that's a huge buff to prepered casters compared to known casters since they especially get at least like twice the spell repertoire that the others get
8:40 I believe in earlier editions, there was a chance of failure tied to resurrection spells. There was definitely a "System shock" roll for the person resurrected, though.
For those of you who don't know. System shock is basically something used in early editions, where if your character goes through a massive bodily change (think petrification, magical ageing, polymorph, etc.) you must roll a percentile die saving throw based on your constitution score (this was before the D20 standard) and if you succeed, you're good, if you fail, you die.
So there was the very real possibility of resurrecting a fallen party member, then having them fall dead again not two seconds later because of the shock lmao.
The potion thing will be in the 2024 edition as also the crit damage one.
I like the one, when you level up your max hp increases by the max of your hit die. This means that you don’t have to roll for it anymore.
Also, a popular one I think is the no encumbered rule. You don’t need to keep track of all the weight things have. Keep it civil though.
One I came up with on the fly during a session: you can cast spells while stunned.
One of my players characters ended up stunned during combat, which seriously hampered them. I can't remember exactly what it was, but I remember that the PC was working towards a goal over the last few turns. So I kinda felt bummed a bit for them, but tried not to pull my punches, when the player asked, if they could at least cast a spell, since it only required verbal components. At first I was about to say no, but then I read the condition rules again, and the phrasing "can only speak falteringly" stood out to me. While it is technically against the rules, as it states that while stunned, you also experience the effects of being incapacitated, the fact that it also states, that while stunned you can speak falteringly, while you are entirely unable to speak while incapacitated, made me think.
They can still speak, but not very good, and since that player was pretty prone to having bad luck and worked pretty hard for their goal, I wanted to give them a small reward. So I decided to give them the okay for the cantrip they wanted to use, as long as they can pass a "concentration" check, modified by the level of the spell: if they pass the check, they actually pull themself together and manage to speak coherently enough to cast a spell with only verbal components.
And despite the check being pretty difficult and their bad luck, they actually pulled it off, with the other players cheering.
After that, I decided to implement it as a house rule.
I don't think this should be official, as this isn't necessarily for every table, but I liked it, and can make for cool moments.
The one explained at 8:59 is gonna be countered by one homebrew ability I’m giving my character… which fits with the inspiration of the homebrew class I’m using. The homebrew ability: second chance. Which ensures survival. Inspiration is from Kingdom Hearts, which also inspired the homebrew keyblade wielder class
One RPG not only has skill success or failure, there’s worse failure than expected, failed but not as bad, success but with complications, and better success than expected. This much like one of the contributor’s homebrew and I agree with him.
Also toss in a feat called Critical Healer, or just make it a rule, where you roll a d20 and maximize the healing of a spell if it rolls a 20. Possibly even fizzling out and healing the MINIMUM amount on a nat 1.
Martials can add their Proficiency Bonus to damage rolls as well.
If you multiclass/race gets you a ability or skill that's a duplicate or is the same of part of those abilities or skills, you can chose a feat/2 extra ability points to make up for the loss.
My rule for flanking, since the original one (advantage) is stupidly powerful:
Flankers have greatest chance os criting on a D20. If you crit with 20 you will also crit with 19 while flanking. It is not superpowerful but still extremely desirable and doubles the chance of awesome crit moments
PCs all start with 10+CON mod S.Y.P. points. Certain poisons, spoiled food, and fear effects all have a chance to do SYP damage. You also lose one for going a full day without a short or long rest. A short rest restores 1D4 points and a long rest restores them to full, unless a condition prevents it.
If you drop to 0 SYP points, you make a final CON save. On a success, you regain one point. On a fail, you Shit Your Pants.
While suffering the shat pants condition, you have disadvantage on DEX and CHA rolls, and creatures within 5 feet must make a CON check or suffer disadvantage on attacks and WIS rolls due to the smell.
I have a rule call “Glancing blow”. When rolling to hit, if the number matches the AC of the creature it hits but damage is halved. I see it is the creature was just able to barely dodge or the armor held up just enough but still did damage.
I also have the “Moribound condition”. When a player is reduced to 0hp they go prone, unconscious and get 1 point of exhaustion. At the start of their next turn they can “recover” to get a free passing death save but skip their whole turn OR act. When ever they move, use a bonus action, or action they gain 1 point of exhaustion. They still roll their death save as normal if they act. Any amount of healing will get them out of moribound.
Players can also take a potion as a bonus action or action. If they use their action they get max healing while bonus action have to roll. Also potions heal exhaustion.
I have the suspicion everybody in the same group gave the potion suggestion lol. The jenga loot tower sounds like a blast, but wouldn't be an option for online groups . . .
Got one that used to be official before 5th edition's oversimplification, Damage Reduction. It gave monsters more varied weaknesses and made combats more interesting than just halving damage all the time. Plus it also enables custom encounters to become puzzle combats if you want a change of pace from the usual battle.
Most things you can do as a bonus action, you should be able to do as an action, this doesn’t work with spells, but for example setting up rope, I allow them to use object interaction, bonus action, and action, they are able to set it up quicker and get to the fight sooner if they’re in intiative
A naritive reason for healing the full amount after using an action to drink a health potion and having to roll if using a bonus action is that, as proven by Bob World Builder, it takes you 6 seconds minimum to drink a full potion. Any faster and you would spill at least a little. If a PC is willing to spend the time to drink every drop, they get the full effect of the potion. Otherwise, they spill some, represented by the roll, reducing its potency.
Funny idea relating to the health potion homebrew rule
Apply it to poison potions.
Also wondering if it should be applied to all potions
A system shock check when you go down to lose actual consciousness… Take the hit you roll a constitution saving throw you succeed you get to remain consciousness and every action you take after that is a failed death safe why this could be clutch and having the character save itself. It also gives her dramatic moments of holding onto a bad guys leg to feed them potion one last shank at a bad guy, etc..
One shot rule: roll 7d20 drop 1 for stats. Makes fun lopsided characters(mostly int dump stats)
I like the one about everyone getting an expertise at level one. I've always felt that the proficiency bonus is too low, and that there are certain skills that a class should almost never fail at. Expertise helps mitigate this problem.
Why is the potion thing included in the video like 3 times 😭
So, i like the idea of giving the other known-spell casters something, but I'd not do a trade out. Something i think could be interesting would be the same kind of idea as the wizard. Where they can learn spells from scrolls, the other known casters can find "scrolls" for their class that gives them permanent spells. Bard finds a wonderul song and commits it to memory, sorcerer found a shard of ice that weird magic shit happens with that gives them a new spell. Makes it much more interactive than wizards just copying the spell down, and a bit more special when you run into something like that
I had a character who got a ring that prevented death, with a limit of course, as they died a few times i kept note of it and the character was gradually gaining the traits of an undead. So eventually, a character used an aoe spell that specifically only hurt undead without knowing and nearly killed this party member.
My DM had a rule about spell components. They were not required, but if you had and used them, your spell would automatically use full effect.
8:15 roll for impressiveness
If you can succeed even on a roll lower than 5, then rolling low simply means you fail stupidly and embarrass yourself despite succeeding. Imagine someone being so good with their weapon that they trip and flail wildly, but still land their attack, maybe also falling (and knocking their enemy) prone on a nat 1
Class-mandatory items (i.e. the bard's instrument, the wizard's spellbook, etc.) have zero carry weight when carried by the class they're meant for. This effect only applies to one such item per character unless the item requires multiple components (i.e. drum and drumsticks).
My homebrew spell scroll rule: Any spell caster can use them as long as they have the ability to cast that level of spell. If it's in their spell book they can just cast it, if it's not in their spell book they have to beat the casting DC or lose the scroll, DC 10+spell level using their casting mod.
Critically failing a spell save/effect causes maximum damage. If it normally places a condition they have disadvantage on the first save they make to end the effect.
That's actually kinda cool, very similar to what's pathfinder 2e does
@@GangurEXE Yeah it came about after testing weapons having something simular. When you crit with a weapon you just deal max damage. I don't like adding rolls on top bc it kills low level pcs. I've also told martial pcs that instead dealing max damage they can roll damage and cause a condition that's saved based on what would be their save DC like battle masters. Really fun working with players on that.
I don't like this, save spells don't have crits for a reason, also it's buffing soellcasters
@@kamnse people have no idea how to game design. Rule of cool should be used for exceptions to rules, not rules themselves.
@@kamnse same. My immediate thought was: "oh yes, the most underpowered ability in desperate need of a buff: fireball."
I know a lot of people hate them, but I love critical hit and fumble tables (specifically the ones that were in the Arduin system.) It just improves and also raises the stakes for combat encounters to make them more dramatic.
Now, I've had sone players love them and others hate them, so my house rule is that I'll let them vote on whether or not I use them against the party before we start a campaign. But I ALWAYS use them against the party's enemies. My tables are always cool with that.
I think the issues is the crit fumbles massively penalize martial characters (who are already generally considered a little underpowered). A monk with 5-6 attacks per turn is going to be rolling on the crit fumble table every few rounds. The wizard or sorcerer may roll one it once in an entire campaign.
Meele weapons with the reach property do not have disavantage on prone targets when attacking from 10 ft away but the normal advantage instead.
Druid wildshapes should include dragon creatue types.
Monstrosities at least
Make it a subclass 🤷♂️
8:30 I've seen this a lot recently and I also recently had a (friendly) argument with my players about spell components so this is still hot in my mind. Don't penalize a character permanently, ever, seriously. Well, wouldn't that make character death a non-issue? No, because the weakest available resurrection spell, revivify, costs 300 GOLD PER CAST. The only way (in my mind) a DM wouldn't see this as a reasonable penalty for reviving a character is if they are forgetting the rule that a spellcasting focus or component pouch does not waive the material component of a spell with a specified gold piece value. Because of this, and the fact that you, as the DM, are in 100% control of how much gold the party has at any given time, means that there should be no reason for you to penalize a party for a revival they are already forfeiting several magic items worth of cash for (even better if you want to force them to be proactive by converting the gold into diamonds, but I personally don't rule that).
300 gold isn't really a major expense for a Tier 2 character. Unless deaths in your campaign are so common that this is happening very frequently, or your campaign is particularly resource tight, you're unlikely to ever have this been a particularly large concern. DMG guidelines suggest that a level 6 character should have accumulated around 3000 gold through their career, so a typical party could easily have over 10000 gold between them by this point.
That cost also isn't necessarily borne by the character who died, anyway.
For resurrections. They come back with a point of exhaustion. You not coming back from the brink of death and just doing an HBK kip up on you feet and diving back into battle. The point of exxhaustion would linger until at least a long rest
Yeah, a scroll was a magic item - one use, part of the magic was anyone could use it. Otherwise, it's just a single page that should be woven into a spell book.
What loot did we get: 100gp, 50sp, a magic dagger +1, and 1 page that you can put in a spell book - or wipe your arse with.
everyone has a potion homebrew - though it seems everyone has similar ideas - and everyone has a crit homebrew, wouldn't be down for no ASI though or the HP 0 exhaustion. Jenga was a strange one, could be fun but if you're looting there shouldn't be too much urgency if the battle is over, maybe in a lair or a magic boss but you'd want your players to feel rewarded for their combat. Same with Secret Rolls, there's perhaps some profit if you want a mystery but rolling things yourself is meant to put it a little more in your hands.
Resurrection one does get used in Critical Role, each attempt becomes more difficult and I think there's a maximum of 3 times, but the idea of 'coming back wrong' would be an interesting roleplay choice, maybe like the Scars situation in Candela Obscura, Daggerheart also has the 'Blaze of Glory' death option.
when I run a game everyone gets a custom feat for their class. Something to set them apart from any other paladin or wizard they'll find out there in the world. One example is my forge cleric (my dm stole my idea) can hold a crafted item made by a smith and able to tell if it's real or fake and what it's abilities are.
All martial classes, and even martial focused subclasses get two of the Battlemaster's superiority dice and techniques. The Battlemaster just gets more, and their progression is better than it is for other maneuver users
3 that are shamelessly stolen from Star Wars 5e
Dominance:
Basically, height advantage
If you are at least 10 feet up, and there are no enemies within 5 feet of you on a 2D plane, you have dominance.
It comes in 3 levels with increasing bonuses to attack rolls
10 feet: dominance +2 bonus
20 feet: super dominance, +3 bonus
30 feet: hyper dominance, +5 bonus
Can you see why I like this? Ranged players will LOVE hyper dominance, as it’s basically a free +10 to damage with sharp shooter
Flanking:
No longer applies advantage. Instead, you get a +2 to hit. A nerf by itself, but now it stacks with other sources of advantage. So you can get flank bonus AND advantage. With how easy it is to get advantage in 5e, I see this as a net buff, tbh
Saving throws:
Bare with me on this one
In SW5e, there are multiple abilities from both weapons and classes/spells that turn an attack roll into a saving throw, and ALL OF THEM add the following add the following at the end
“If you would normally have advantage on the attack roll, the target has disadvantage on the saving throw. If you would normally have disadvantage on the attack roll, the target has advantage”
Also, all bonuses to attack rolls from outside sources (bless, dominance, flanking, etc) turn into minuses on the saving throws
Say, for example, you were 30 feet up and had a bunch of goblins you wanted to blow up with a fireball. Well, you have hyper dominance, which means you have a bonus of 5
Those goblins suddenly have their usual +2 to Dex saves turning into a -3 due to a -5 to the save
All of these combined to encourage tactics and taking advantage of terrain features. Snipers are also SO much more fun to play when you basically get sharpshooter bonus to damage for free
Mine is (and I don't want it added to the official rules, would honestly be annoying): Your first non-combat nat 20 does EXACTLY what you want, not the best possible outcome or a monkey's paw situation, what I as a DM understand what you want is what happens. Its just something I added for fun to make players get really excited at the start of a campaign, encourages RP and creative thinking. It also readds that magical feeling of when you got your first Nat 20.
I thought the "4d6 for stats" deal was standard. I also give my players another stat creation option:
Roll a d20 36x. Place the rolls either into 6 columns or 6 rows. After all the rolls are done, you either choose a row, a column, or one diagonal. The order of the numbers in the choice correlate to the stat from top to bottom (str, dex, con, etc...) so that they can't just pick all the best rolls.
It's a high risk/high reward method that can either give some great stats, or a lot of grief. I still allow them to add whatever bonuses their races give them if they choose this route. If you really want to make this unique, you can either have all the players take turns rolling to complete one 6x6 grid that they'll all pull their stats from, or have them watch the DM roll the grid for them. I've also done a variant of the 4d6 option where they roll 6x, keep the best 5, and I grant them a 20 for the last roll. These methods can lead to some interesting character concepts, as well as show DMs the mindsets of their players.
The if it makes sense rule is how I run my table in general, that way I don't just have to say no all the time and my players think things through. If you can make it make sense to me why and how something would work then it's just your rolls that are the issue. 9 out of 10 times if you can't explain it to me well enough for it to make sense then it wouldn't work, I don't necessarily need to know exactly how the siege engine works just that it uses the principles of a catapult with some enhancements.
The flip side is that it also inherently stops things like peasant cannons because while yes RAW can be abused like that it doesn't make sense to me as the dm.
I've got one! The extra damage from a crit can be exchanged for another turn.
This means you can disengage, cast spells, dash, or attack another enemy. If you do decide to attack, you don't need to roll to hit. I kinda stole this from the Persona series.
Dimemtia door:
Walk through it into a imagined fantasy reality while your body slumps comatose to the floor
i like giving armor and weapons durability, for example lets say you attack someone with an AC of 14 but you roll a 12. you still hit them but only the armor takes damages while the weapon's durability is slightly reduced. to simplify it if the roll is closer to the AC then the armor takes more damage and the weapon takes less durability reduction and vice versa. getting past the AC creates an armor break situation where their armor is now useless and attacks go through. it gave my support classes more to do as they would cast barriers and other defensive spells to protect allies and the effects were more appreciated since it could save the player from having to spend coin repairing gear in town.
2:03 This but Stealth rolls as well
In my home brew. We always roll two 20-sided dice. When they MATCH. It is a critical hit or miss. 2nd one. I always let my players roll 2 to 7 hps for start extra hit points. (PC's only.)
Every Martial Character with Extra Attack (and Rogue+Extra Attack subclasses, like Blade Singer) gets a fighting Maneuvers.
They get less then Battle Masters, and start with d4, but we think it's an absolute bullbrownies what NO ONE know them. And there are Maneuvers what I can pull.
Why would you give every race an extra feat but then not give that to V human? That's like their whole thing.
Probably because he wants to make sure nobody will ever play a human.
@@Klaital1I mean at that point you might as well just play regular Human with +6 to stats and a feat. I can see it being a good choice for characters dependent on multiple stats.
@@boianko No class needs more than 3 stats at most, which means that you get max of 3 points of useful stats from regular human, which isn't any more than the +2/+1 you get from any species.
@@Klaital1 I've personally played characters that needed to max 3 stats, one of which wasn't constitution. Monks are also infamous for this, with Wisdom, Dexterity and Constitution. If you use point buy it helps to save on your dump stats so they don't go in the negative. Also very useful for skill-monkey characters like Rogues or Bards.
@@boianko I guess you didn't actually read what I wrote in the last post, because I specifically said that if you need 3 stats, the 2014 human isn't any better than any of the +2/+1 stat species, since you get the same total +3 to stats that matter. Also skill monkey characters don't care that much about the actual stat, they get most of their bonus from expertise.
Double and/or Triple Initiative for bosses.
So them getting mutliple turns a round? I mean if you do this then I suggest to make sure they dont have legendary actions too lmfao
@@defiledsoul1658 Yep! And I’ve found that giving them multiple turns per round is easier for me to run than legendary actions.
This also allows them more chances to break free from a big debuff like Hold Person.
@@PresidentAshenHeart i think how I would run this is that i would have them roll initiative and have one turn on both +10 and -10 from that number, and on turns that are not their primary turn they would get to use a bonus action or action with only half movement
@@defiledsoul1658 I wouldn't, I just treat the turns as normal.
I'm also running a game with 6 people, so having them fight 1 enemy (no mobs) with Triple Initiative evens out the action economy.
A hill I'm willing to die on is that a crit fail on a spell save should have the same affect as a crit on an attack. If I hit you, and roll a nat 20, I double the dice roll. But if I throw out an area effect spell, and you roll a nat 1 on your save, you should also take double dice damage. At the very least, a nat 1 on a save should not have the same affect as if it's is a normal failure. There should be extra consequences.
So a couple things, 1. Area damage is rolled once for all creatures in the area the benefit of area spells is hitting many creatures in an area and depleting the total health pool of your enemies. 2 Non damaging save spells are already devastating and balanced around the spell landing or doing nothing. Spellcasters do not need extra damage and spells like blindness, bane, hold person, bestow curse, banishment, flesh to stone, and disintegrate don't need anything to be better.
@MetaMdad I know I can't EXTRA hold person, or make you EXTRA blinded. That's why I brought up damage AOE specifically. Like Insect Plague, a swarm of insects are physically attacking whatever is inside the radius, and Arms of Hadar, which is the same thing with tentacles. Those are the ones I'm talking about. A nat 1 on those should be the same as a nat 20 on an attack, because that is essentially what is happening, in my opinion. To me, that would mean that the insects or tentacles hit something vital.
I've never been a big fan of the "exhaustion when going to zero or death saves" rules as 5e healing isn't good enough to prevent said downs, and its too prone to a death spiral. If one could reliably heal someon well enough from 0 so that the next attack doesnt drop them down again, it'd be better, but no one who implements that rule ever seems to recognize or fix 5es issue wirh bad healing and makes it way too death spiral prone.
Not also giving the variant human an extra feat, or no other compensation for the loss of one a big part of their power budget is also a very poor and inconsiderate ruling Feels like it's done out of malice rather than genuine interest in running a better game.
Dm secret rolls always have the same problem of denying the use of features that allow rerolls and can feel really bad. Let players make informed decisons about this stuff. Whispered death saves are fine, but truly dm secret rolls were never something i could get behind, especially when it locks players out of their class features.