The Most Commonly Changed Rules in D&D

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XP to Level 3

XP to Level 3

11 ай бұрын

personally I love to just change systems mid campaign
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@gonzolikesmovies
@gonzolikesmovies 11 ай бұрын
Jacob has to lie on the floor again because he's a dad now and needs to have his kid in his peripheral vision at all times
@SeanLaMontagne
@SeanLaMontagne 11 ай бұрын
Nah nah, now that he's a dad he has back problems that can only be alleviated by laying flat on the floor. And then he gets stuck and just stays there for awhile.
@EleonMythos
@EleonMythos 11 ай бұрын
Shit I'​​m stuck again... well, guess I might as well record a new video.
@underAtack
@underAtack 11 ай бұрын
​@@SeanLaMontagneAs a dad of two girls that still use me as a jungle gym, this comment hit hard.
@Blizz3112
@Blizz3112 11 ай бұрын
Its that or he emptied the liquor cabinet... :-P
@missquake
@missquake 11 ай бұрын
what is everyone talking about. He has been doing this for at least 3 years/
@Dawnpoint475
@Dawnpoint475 11 ай бұрын
The Urchin background actually does list a pet mouse as part of the starting equipment. As far as I know, it's the only background that lets you have a pet at level 1.
@benharder7816
@benharder7816 11 ай бұрын
Guild merchant gets a mule and cart. I'd also allow for creating your own background/buying your own equipment to buy a small animal, because why not?
@MadSwedishGamer
@MadSwedishGamer 11 ай бұрын
The randomized background tables in Xanathar's can let you start with a riding horse as well.
@theuncalledfor
@theuncalledfor 11 ай бұрын
You could also roll for gold and buy a pet, but a mouse isn't on the equipment lists. And if you need heavy armor, then good luck rolling high enough to afford anything.
@altejoh
@altejoh 11 ай бұрын
I think Noble (Knight) also lets you get a horse and retainers at level 1. Which is hilarious because your background generates even more NPCs that the GM now has to deal with.
@FringeFinder
@FringeFinder 11 ай бұрын
Another background is the Golgari Agent from the Ravnica, starting with a pet beetle or spider.
@LddStyx
@LddStyx 11 ай бұрын
RE: Requiring components for revival. Imagine a Pirate campaign with a custom modeled after the pirates having gold piercings to pay for their funerals, but instead they pay to cover the healing/revival cost. So a pirate with 3 diamond studs in his ear would effectively have 3 extra lives as long as their side is victorious.
@McSandwich121
@McSandwich121 11 ай бұрын
I'm DMing a seafaring / pirate themed campaign coming up very soon. Totally stealing this idea, that's awesome.
@thedestroyerofhats
@thedestroyerofhats 10 ай бұрын
That’s a great idea
@AGryphonTamer
@AGryphonTamer 9 ай бұрын
I've heard historically that's the reason pirates have gold earrings. Not reviving, but funeral costs. They'd be far from home and wanted to ensure they could pay for their funeral if need be, so buy a nice gold earring and your crew could sell it off to ensure burial.
@ROYBGP
@ROYBGP 8 ай бұрын
Consider your idea stolen.
@logandugan3576
@logandugan3576 4 ай бұрын
I used this concept once as an in-universe reason for why weddding rings have diamonds so that one could revive their spouse if need be
@tehdarkswordsman6863
@tehdarkswordsman6863 11 ай бұрын
Using a potion in the middle of combat is a bonus action. However a character can choose to use thier action to carefully drink the entire potion to receive the maximum amount of healing the potion can provide.
@NotTheCIA1961
@NotTheCIA1961 11 ай бұрын
I really like this one. Healing potions are already expensive for what they do, but it feels terrible to roll low and get nearly nothing out of them.
@dumsquirrel
@dumsquirrel 11 ай бұрын
Ooh, that's good.
@fishcakes755
@fishcakes755 11 ай бұрын
I do this, it really helps the squishy wizards. The player has also been known to roll three 1s on three d6s so that helps him XD
@NikukaiFightOn
@NikukaiFightOn 11 ай бұрын
potions at my table are a free action and always heal maximum haha. They're far too unimpactful to waste an action to heal for 4 hp
@cass6020
@cass6020 11 ай бұрын
I'm just picturing PC 1 shouting "CAREFULLY" as PC 2, dripping with blood, uncorks a potion
@Jupiter065
@Jupiter065 11 ай бұрын
Everybody misses the "Other Activity on Your Turn" part of the combat section which lets you get one free object interaction on your turn as part of any of the other actions. It's only beyond that that you need to use an action to interact with objects.
@ethanwilliams1880
@ethanwilliams1880 11 ай бұрын
Yeah, you can just drop the weapon you are holding (free action) and draw the other weapon you want (part of your move). Also adds some interesting situations, because you end up dropping weapons fairly often to save time. Doesn't work with potions, according the the DMG, but we've always just ruled that it does, but they provoke AoO.
@Spock149
@Spock149 11 ай бұрын
"interacting with objects is a bonus action" is literally a nerf because of this and it makes me slightly peeved to see it be a popular and lauded "house rule"
@BramLastname
@BramLastname 11 ай бұрын
I changed this to be the first interaction is free, the second a bonus action, If you still wanna do more, make the bonus action an action.
@nategwright
@nategwright 11 ай бұрын
My table does free object interactions in almost every combat, and I was shocked that this “house rule” came up so many times in the video. I almost gaslit myself into thinking we homebrewed the free action.
@Spock149
@Spock149 11 ай бұрын
@@BramLastname that's really cool, it makes sheathing drawing and attacking possible but slightly costly, but now martial classes who use their bonus action less can seem even more competent with weapons.
@howtyplcal350
@howtyplcal350 7 ай бұрын
One of my FAVORITE house rules is allowing Intimidation to be rolled with strength instead of charisma. If you’re a big scary barbarian or a scarred war veteran you’re gonna be.. well.. scary. Super fun and I would totally recommend it.
@kinsan89
@kinsan89 6 ай бұрын
I tend to do things like that every now and then: "Roll X using this other ability cuz the way you described it fits better with this stat, still add your proficiency to the roll if you have it" So something like a druid using a spell to aid in an intimidation check? Roll for intimidation using Wisdom modifier
@thejamaicanempire3561
@thejamaicanempire3561 6 ай бұрын
This isn't homebrew this has always been in the game. Player’s Handbook on page 174: [P]roficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check. 5E is written so that the concept of a "Skill Check" as per older editions doesn't exist.
@abonynge
@abonynge 5 ай бұрын
@@thejamaicanempire3561 We have a direct quote on this from the basic rules. Variant: Skills with Different Abilities Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the DM might ask for a check using an unusual combination of ability and skill, or you might ask your DM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you're proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-­‐‑orc barbarian uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.
@janelantestaverde2018
@janelantestaverde2018 5 ай бұрын
That's not homebrew though, that's in the rulebook as an option
@andrewsad1
@andrewsad1 4 ай бұрын
The relevant text is in the PHB, p.175 "For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you're proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. "Similarly, when your dwarf fighter uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma."
@WeirdFaction
@WeirdFaction 11 ай бұрын
In my games, at level 10 casters can cast non-damaging cantrips as bonus actions. It’s a good way to feel like you are improving your skill with spells that otherwise never change unlike damage dealing cantrips that scale with level.
@trequor
@trequor 10 ай бұрын
I would probably do that as a custom feat with a level requirement.
@Living_Life242
@Living_Life242 10 ай бұрын
That could make a bunch of subpar Cantrips actually really good. True Strike ensuring Sneak Attacks in melee while still having movement, but deprives you of the ability to disengage, hide, concentrate on a spell, etc. For having to invest in a Cantrip, that’s not bad with certain builds. Being able to deploy Blade Wards or Resistances in the midst of combat is also pretty awesome. Using Message to strategize or negotiate in the middle of a fight without the enemy being able to hear it. Using Mold Earth (or Minor Illusion, to an extent) to create some cover in the middle of the battlefield. Makes Spare the Dying better than using a Healer’s Kit. Combine something like Command to force an enemy to “Drop” their weapons or spell focus, then use Gust to blow them away. (Edit: well, not Command, since dropping the item happens on the target’s turn and not immediately…)
@esobelisk3110
@esobelisk3110 10 ай бұрын
@@Living_Life242 you could use heat metal instead of command for that purpose :D
@duncanmc797
@duncanmc797 9 ай бұрын
I just let them cast more than one leveled spell in a turn after 10, so cure wounds and spiritual weapon could be used in the same turn.
@Warwipf
@Warwipf 7 ай бұрын
True Strike going from borderline useless to absolutely broken just like that lol
@theknight1573
@theknight1573 10 ай бұрын
To add to the video, we play with something we call "stronger crits": whenever you crit you do not double the dice, but roll normal and add the max damage once. So a greatsword crit is not 4d6+mod, but 12+2d6+mod. We had a couple instances that we rolled crits and then did less than half the damage of regular average (e.g. firebolt on avergae doing 5.5 damage, and the doing a crit and roll a 2 just sucks. Now it is minimum an 11 when you crit). Ofc this goes for enemies too so their crits are terrifying at times.
@nonyabidness8676
@nonyabidness8676 9 ай бұрын
Wasn't this, or something very much like it the way the writers originally wanted crits to work in 5e? I like it. Crits should genrally be dramatic.
@wesleywyndam-pryce5305
@wesleywyndam-pryce5305 8 ай бұрын
but rolling more dice is more fun!
@Brendedn
@Brendedn 8 ай бұрын
​@@wesleywyndam-pryce5305big number make brain endorphin go brrrt. Plus it sucks to roll 2 1s with a greataxe when great weapon master means you're just getting a straight 10 extra damage
@davos6129
@davos6129 4 ай бұрын
That's exactly how it works in Pathfinder 2e. We played it once and immediately took the rule back to 5e
@dyanosis
@dyanosis 4 ай бұрын
For players that want to roll lots of dice (the whole reason you're playing D&D in the first place), just have your crit dice not able to roll less than half their value (aka a d6, on a crit, can never be less than a 3). This guarantees that your crits are always, at least, maximum non-crit damage. Example: 2d6 becomes 4d6 but if you roll a 1,2,3,4, then your roll becomes 3,3,3,4, which is 13 damage. It it as fun as doing 15 damage with your version where it's 12 + 1 + 2? No, but saying that they automatically max can be really hectic, especially for Firebolt, the most OP cantrip in the game.
@gmjakeery
@gmjakeery 11 ай бұрын
Jacob laying on the floor covered in toys and referencing Bluey is the ultimate form of *DAD* Happy Father's Day, Jacob!
@kailebdv
@kailebdv 11 ай бұрын
100%! Fellow Dad here and came to the comments to see if anyone else caught the Bluey reference!
@chiefnewo
@chiefnewo 11 ай бұрын
Ha, same! Bluey reference out of nowhere 😆
@jwatrous4473
@jwatrous4473 11 ай бұрын
Wanted to like this comment, but it's at 69 likes... so yeah. Happy Father's Day!
@kylesimone6140
@kylesimone6140 11 ай бұрын
wheres the bluey reference???
@TreyfromGA
@TreyfromGA 10 ай бұрын
Luckys dads rules!!
@diamond_assasion8291
@diamond_assasion8291 11 ай бұрын
The urchin background has a pet rat and you get a free object interaction on each turn so opening a door or drawing a weapon is free. I do love the idea of the dungeon being littered with shattered doors from all the shoulder checks though.
@sixoffcenter80
@sixoffcenter80 11 ай бұрын
Normally I allow two free object interaction. Normally I don't pay that close attention, and let players do whatever, but if they're trying to do a ridiculous number of free actions I'll draw the line at two.
@patrickhector
@patrickhector 11 ай бұрын
It's not free though- it costs your one Interaction. So you can draw your sword, but you have to get that one feat to draw a second one at the same time. You won't be able to take out a potion on the same turn you open a door, etc
@diamond_assasion8291
@diamond_assasion8291 11 ай бұрын
@@patrickhector fair but i meant in terms of actions/ BAs. the free one doesnt cost any of those
@patrickhector
@patrickhector 11 ай бұрын
@@diamond_assasion8291 i mean the ba doesn't cost an action so you may as well call bonus actions free by that logic
@dragonfan8647
@dragonfan8647 11 ай бұрын
Anyone else think it's weird 5e calls them free, but you only get one? I main 3.5 and it's one of the things that tends to trip me up when I play 5e. In 3.5 free means free (as long as the DM considers it reasonable)
@hunterthorne4671
@hunterthorne4671 11 ай бұрын
The only one I hard disagree with is the no concentration one… concentration is one of the main reasons that spellcasters are so dependent on multiple ability scores, they become far too effortlessly powerful (more than they already are) without at least needing to buffer constitution as well to succeed in concentration checks
@tesladrew2608
@tesladrew2608 10 ай бұрын
Wish
@jhinpotion9230
@jhinpotion9230 9 ай бұрын
@@tesladrew2608 A spell that realistically, most players never even sniff. Barely affects the game.
@NerdyBernie66
@NerdyBernie66 7 ай бұрын
I did think that being able to concentrate on more than one spell was a decent idea, tho. Not really as a rule, but I could see this as a feat or a magic item that allows you to concentrate on two spells at the same time. Maybe limit it to 3 charges per long rest for the magic item or once per short rest for the feat. If it must be a rule, perhaps even having the concentration duration be cut in half for each concentration spell cast at the same time and require each spell be different from each other (so you can't spam one spell to stack it's effect, even if it would just be for one turn).
@deathscrop3695
@deathscrop3695 6 ай бұрын
​@@NerdyBernie66Even with all these restrictions this would still be incredibly potent. Chronurgy wizards can maintain two concentration spells with some restrictions already and are in theory capable of instantly shutting down entire encounters with no counter because of it.
@potatosandwich1
@potatosandwich1 11 ай бұрын
I like running crunchy crits, where instead of rolling twice the amount of dice, the player deals the max damage they possibly could with their attack, then rolls the damage that their attack normally does. Makes crits feel really satisfying and substantial to hit
@Wrrohm
@Wrrohm 11 ай бұрын
We ran this for a bit, until my PCs fought a handful of enemies that had multi-attack before they did. Turns out Githyanki with a CR3 should really be more like CR5 or 6, because they can multi-attack and each attack is 2d6+3 or so slashing and 2d6 psychic damage, but my PCs were only level 4. So the enemies had twice as much chance to crit, and when they did, it'd be at least 31 damage... it was a wild time, lol. My bad for not balancing it better and I managed to scale the fight back, but it can be tough on PCs.
@potatosandwich1
@potatosandwich1 11 ай бұрын
@@Wrrohm yeah, but on the flip side I had a player deal over 200 damage in a single attack and kill one of the two bosses I made because he got a crit, so the bustedness goes two ways
@MVCx_xB
@MVCx_xB 11 ай бұрын
my table does something similar where a crit is just outright double damage after a crit confirm. sure, if you do like 3 damage it's not as satisfying, but our barbarian and fighter sure arent complaining
@AnaseSkyrider
@AnaseSkyrider 11 ай бұрын
Out of curiosity, why do you phrase the rule this way? Every time it comes up, people seem to say it in the longest way possible and I feel like I'm going mad. They always reverse it, too, by saying to maximize the normal damage and then add the normal damage again. I genuinely don't get it. Why does nobody just say "Add the max value of the damage dice to the attack when you score a critical hit"
@Wrrohm
@Wrrohm 11 ай бұрын
@@AnaseSkyrider I get what you're saying, but I think when you're introducing a new idea or concept it needs a little bit more of an explanation to grasp. I understand your explanation of the rule because I also know the rule, but if I didn't already know it, I'm not sure that it'd make sense to me right off the bat.
@BigPapaMitchell
@BigPapaMitchell 11 ай бұрын
Concentration is a huge power check because it requires casters to spend level up resources on ways to protect their concentration. Concentration spells are literally the strongest spells in the game, there's no reason to buff them.
@FatedHandJonathon
@FatedHandJonathon 11 ай бұрын
True, but the comment was specifically concentration checks, which aren’t the big limiter; failing one is relatively rare for a character built for it. The big limiter is only being able to hold one concentration spell at a time.
@acrefray
@acrefray 11 ай бұрын
@@FatedHandJonathon Breaking concentration is a huge tactical play though. Do you attempt to deal massive damage to try to ensure a fail? Or keep chipping away at someone with a +8 to the saving throw in the hope they eventually roll a 1? I ignore concentration checks if the character has a con save of +9 unless if there is significant damage, because you need at least 22 damage in a hit to have a chance of failure, but up to that point, it's buffing spellcasters to ignore it completely.
@WillowGreenheart
@WillowGreenheart 11 ай бұрын
Yea. You can just sit there with 10 con and be like "Welp. Haste. Here we go!"
@opalescent4694
@opalescent4694 11 ай бұрын
There's like, only one or two concentration spells that either shouldn't be or should be buffed, Flame Blade and Mordenkainen's Sword are the big two I can think of. Or Barkskin, why is THAT concentration when Mage Armor lasts longer and isn't???
@FatedHandJonathon
@FatedHandJonathon 11 ай бұрын
@@acrefray Oh, I agree. Just pointing out that it’s rarely the biggest consideration for spellcasters. In theory, it’s supposed to be a big limiting factor, since when designing the game they were thinking of older editions where casters tended to be more frail, but what happened as a response is wizards transformed into bodybuilders. So concentration checks matter, but not as much as they’re supposed to.
@WhistlePigZILLA
@WhistlePigZILLA 11 ай бұрын
I wrote a one-shot where the players were 10th level mages imprisoned for being too dangerous to be free. No arcane focuses, only components, and they have nothing to start. As they're put to work in the prison they'll have to try scavenging for all those little components to cast even their regular spells and once they've collected what they think is enough, break free with what spells they can cast. We haven't gotten around to playing it so it might suck but I think the idea is cool
@dragonfan8647
@dragonfan8647 11 ай бұрын
That sounds super cool!
@gauracappelletti3893
@gauracappelletti3893 11 ай бұрын
make it worse (better) by making all those tiny flavor components are expended, even for cantrips
@Peter_Cordes
@Peter_Cordes 11 ай бұрын
@@gauracappelletti3893 - You mean because they have so little of the component, and no component pouch to keep it organized in, that it gets lost? Might work for some components, especially like "Friends" (a small amount of makeup applied to the face as this spell is cast) or Ice Storm (a pinch of dust and a few drops of water). Like if you manage to scrape up some dust from the floor, and collect some water, you probably end up using up the dust as part of casting. But Lightning Bolt (a bit of fur and a rod of amber, crystal, or glass) components aren't going to get lost unless the spell actually consumes them. That's not the default for 5e; unless the spell says so, they aren't consumed. I guess for a one-shot you could play in an alternate 5e setting where spell components *are* consumed for all spells that have them, maybe except for ones with expensive focuses like the 1000 gp mirror or crystal ball for scrying. People would pretty rarely use that if it cost 1000 gp a pop. So I'd recommend using your judgement about whether casting would involve scattering the component, or if like Cone of Cold (a small crystal or glass cone) you'd just hold it up and the magic comes out of it. Unless it's a makeshift substitute that barely works, it's not going to break or get lost unless you have nowhere to store it.
@Superevilfrog
@Superevilfrog 11 ай бұрын
I love this concept, and I hope you get to play it soon.
@gauracappelletti3893
@gauracappelletti3893 11 ай бұрын
@@Peter_Cordes I meant just change the rules so that they consume their components
@terrabite87
@terrabite87 9 ай бұрын
I've always been a fan of letting people change the damage types of their spells to better fit their character. I think that damage types, weaknesses, and resistances so rarely ever come up that it's usually fine to just let someone say that guiding bolt does lightning damage instead of radiant.
@gryphonsong4082
@gryphonsong4082 8 ай бұрын
I wish that the damage type mattered more in 5e. Trying to figure out a workable way like a Rock-Paper-Scissors thing to keep it balanced. Like you get a +1 bludgeon to a Creature that is Heavily Armored because your denting their armor to the point where they are being hurt by the dents (-1 or 2 damage, no higher) and then they would take damage to try to doff the armor. Id set it to where there are tiers to the severity before the RUN AWAY roll is made, but these would apply to the players too.
@nathanielthomson6600
@nathanielthomson6600 7 ай бұрын
Tempest domain clerics would have a field day with you.
@NettoTakashi
@NettoTakashi 5 ай бұрын
Damage types can actually be a balancing factor to spells. My key example for this is... Fireball. It's widely regarded as an incredibly strong spell, simply because it can do decent damage to a whole group of enemies, without having to get those enemies to line up just right. Any sort of cluster, and you can bomb them. One of the most common enemy types for adventurers to fight later on in the campaign is fiends. Guess what most higher-level fiends are resistant, or even immune, to? That's right, fire. Meaning the Wizard who's used to spamming Fireball to deal with everything now has to figure out what else he can use instead.
@SelfProclaimedGorl
@SelfProclaimedGorl 29 күн бұрын
Like maybe if you wanna cast fireball but you’re an ice mage, you can reflavor it so that it deals cold damage rather than fire damage
@Specter_1125
@Specter_1125 11 ай бұрын
14:56 Flanking isn’t really about sight. It’s about not being able to defend opposite sides of yourself effectively because you’ve only got so many limbs.
@dillonzehnder9313
@dillonzehnder9313 10 ай бұрын
but im an octopus
@haku8135
@haku8135 10 ай бұрын
Yeah, though I do agree with it being less useful against like, a Beholder. Like..... Come on, it's their THING not being surprised cause they think of and track everything. Conditionally I would remove the advantage while flanking, but not most of the time. Flanking encourages the melee characters to position themselves intelligently. Remove flanking and opportunity attacks and you'll just have brawlers that run up, smack the enemy, then scurry behind a wall cause there's NO punishments for turning your back to an enemy 20 times.
@TheGateShallStand
@TheGateShallStand 10 ай бұрын
Not... not at all, even against many armed creatures you still get advantage. The only way to nullify this is forms of blindsight and similar boons, so it's almpst entirely based on sight. You can't defend against what you can't see.
@haku8135
@haku8135 10 ай бұрын
@@TheGateShallStand it's not about being able to not SEE it, it's about splitting attention. Draw a picture while also trying to play a video game. Does it matter that you can see both things you're doing? Adding more hands doesn't make it any easier, nor does JUST adding extra eyes. You need more than that, just having blind sight doesn't mean you can physically block two attacks at once. Remember dnd combat isn't turn based in world, that's just a game mechanic. Each round happens basically all at once, very rapidly one second after the other. Most creatures can only divide their attention so much.
@TheGateShallStand
@TheGateShallStand 10 ай бұрын
@@haku8135 Eat an apple while drawing something, hey hey, you can do both because you can see them very easily. You know what you can't do while playing a video game? Simultaneously look at the picture you're drawing and the video game at the same time. But, ohoho, good luck doing that anyway, you only have two hands. If you had four hands? Easy as pie, if you can see both at once. We can assume, truly realistically assume because we are not five years old, that a person woth multiple arms can use all of those arms just as well as you can use two, if not better. Why? Because that's how basic construction works, of you're building a robot with four hands, you're going to program it to use all four hands, the same with biological creatures. An octopus can use all of its tentacles after all. Thusly, I never said anything about in-game mechanics when it comes to turn based stuff, I said that a two armed man with blindsight nullifies advantage and flanking rules, nothing about how long your turns take. If you had multiple eyes, however, you wouldn't need blindsoght rules. The same is in real life, surprise surprise, this is detailed with thousands of different animals with more than two eyes. Take a look at a monkey. Two arms, two eyes, and about 300lbs heavier that you, but it can still only defend against what it can see. If you get behind a monkey, it can't do shit except flail around.
@pedrogarcia8706
@pedrogarcia8706 11 ай бұрын
Also, so many house rules that "speed the game up" by removing clerical stuff are also sneaky buffs for casters and even ranged martials. Removing opportunity attacks is the only one I've seen that benefits melee martials.
@rookie2128
@rookie2128 11 ай бұрын
which is ironic cause the chance of getting an op attack is like the main reason to play melee in this system
@keighne7650
@keighne7650 11 ай бұрын
"Martial's with non caster capabilities get access to the battlemaster maneuvers table" There's your buff and utility. 'But what if someone wants to play BM?' Kick rocks, pick another sub
@37thgungrunts
@37thgungrunts 11 ай бұрын
​@@keighne7650they'd have extra maneuvers over everyone else I'd assume
@keighne7650
@keighne7650 11 ай бұрын
@@37thgungrunts Why would you assume that? lmfao its literally what people ask for from martials but unrestricted from the sub
@37thgungrunts
@37thgungrunts 11 ай бұрын
@@keighne7650 why wouldn't you assume that battle masters get more maneuvers and a better superiority die?
@Bradoslav
@Bradoslav 11 ай бұрын
For the comment about climbing being Acrobatics, the original design around skills (which may still might be technically RAW) was that any skill can use any stat, but the ones listed are the default. Barbarians can use their strength to intimidate or a charismatic character can use their charisma to fit into a crowd and act like they belong. I think being flexible with stats goes a long way to opening the game up.
@mr.whatislove3620
@mr.whatislove3620 11 ай бұрын
Yeah, it allows for players to use their imagination more. If they describe how they do it, if it makes sense, then sure, you can use any skill with any stat. What I dislike is when players don't use their imagination and just name the mechanic they're using - ''I use perception'' ''I use intimidation'' That's just no fun way to play D&D.
@seekingfurtherlight34
@seekingfurtherlight34 11 ай бұрын
💯
@poilboiler
@poilboiler 11 ай бұрын
@@mr.whatislove3620 "I use creativity"
@hellfrozenphoenix13
@hellfrozenphoenix13 11 ай бұрын
​​@@mr.whatislove3620i use nat 20"
@ziwuri
@ziwuri 11 ай бұрын
@@mr.whatislove3620 "I use success"
@hsmoscout
@hsmoscout 11 ай бұрын
one of the most commonly changed rules that many people don't realize they're changing is that Zone of Truth doesn't just allow for one save. it allows for one save per round, effectively making it impossible to save against. it effectively works automatically.
@RenAki5
@RenAki5 11 ай бұрын
Yea, that "or starts it's turn" really gets lost in the rest of the ability. But I think it's largely because Zone of Truth isn't used in combat, but social situations, and gauging what constitutes a round in pure conversation can be a little messy.
@baydiac
@baydiac 11 ай бұрын
@@RenAki5 In the case of a conversation I'd say each question would be a new "round". Or better, each topic. So someone forced to tell the truth like "Yes we were there" "We? Who were you with?" will answer "That guy was there" instead of succeeding on the next check and being useless. It'd be too easy for a DM (even a well-meaning one) to manipulate forced truthful answers to be vague and unhelpful knowing there's a chance they won't have to answer any obviously necessary follow up/clarifying questions.
@scrotymcboogerballs6756
@scrotymcboogerballs6756 11 ай бұрын
Huh, interesting. Never noticed that either
@SSB_Master_Hand
@SSB_Master_Hand 11 ай бұрын
Not sure if this part is forgotten or not, but I will say that Zone of Truth does add that an affected creature is aware that the spell is being used and can stay silent or be evasive with their answers (but still within the boundaries of truth).
@baydiac
@baydiac 11 ай бұрын
@@SSB_Master_Hand Yeah, the spell’s most effective usage isn’t ask questions you don’t already know the answer to. The goal is definitely just to ensure nothing being said to you is outright false-but not all NPCs have a high enough charisma stat to be all fae-lawyer about telling the truth, so it’s still worth pointing out in the situations where they don’t (read: aren’t smart enough to) clam up and not say a word.
@kiruppert
@kiruppert 9 ай бұрын
By standard rules, everyone gets a single item interaction on their turn, and the rules for that are pretty wild. You can grab something off the floor, pull a level, open an unlocked door, or dig a potion out of your bag as an item interaction!
@bogo246
@bogo246 11 ай бұрын
For potions, health potions in particular, I like to make them a bonus action to drink and then you roll. However, if you spend an entire action to do so you get max healing since you make sure to get every last drop. I probably stole this idea from someone lol.
@beanbagspeaks7512
@beanbagspeaks7512 11 ай бұрын
I mentioned this one in the replies! It’s great for healing, especially when there’s no dedicated healer haha
@Pankkeli
@Pankkeli 11 ай бұрын
The only stickong point for me is that they get very powerful out of combat. That’s why I just rule it as a bonus action (or an action) to drink it.
@yuvalgabay1023
@yuvalgabay1023 11 ай бұрын
Its a really well knwon house rule
@gerald2508
@gerald2508 11 ай бұрын
​@@Pankkeli If you want realism, that is good, doctors cannot do much in the middle of combat.
@ashleyhoughton8592
@ashleyhoughton8592 11 ай бұрын
The dungeon dudes use this rule in their stream, don't think they invented it, I've seen it around for a long time. But they've popularised it among a lot of folk. *edit well no actual they don't use the either/ or rule it's just always an action and always gives max (so a regular potion is always 10)
@KingFancy
@KingFancy 11 ай бұрын
One of my favorites I came up with is that if an attack roll is made against you and matches your AC, it still hits, but the damage is halved
@forrestpatterson6053
@forrestpatterson6053 11 ай бұрын
Glancing blow. I like that!
@SebastianKaronte
@SebastianKaronte 11 ай бұрын
Wait what? I've been playing D&D for almost 20 years now since 3.5, and our group have always maintained the concept that if attack equals AC, that's a hit fair and square Are you telling me that's not the way?
@WackaPacManWacka
@WackaPacManWacka 11 ай бұрын
@@SebastianKaronte It's their house rule, not an official rule. :)
@adamhunter1223
@adamhunter1223 11 ай бұрын
I like this idea.
@Scott-ql2kx
@Scott-ql2kx 11 ай бұрын
@@SebastianKaronte girl did you not read the part where he says it's "one of my favourites I came up with" on a video ABOUT house rules
@Chaz-dj9sq
@Chaz-dj9sq 11 ай бұрын
When rolling ability scores, all players roll Strength at the same time, pool their rolls, and then divy them up as they see fit. Then move on to Dex, then Con, etc. Helps everyone know what the other characters in the party are capable of on a base level and promotes building characters together instead of everyone telling a separate story from one another. DM also rolls and the players discard whichever roll doesn't get used to provide a buffer.
@sirmclovin9184
@sirmclovin9184 11 ай бұрын
I like that one!
@aethernaut1899
@aethernaut1899 11 ай бұрын
Really neat idea!
@alextrollip7707
@alextrollip7707 11 ай бұрын
I normally let each player do a 4d6 drop lowest(or twice usually depending on party size) Then take the middle values and everyone uses those. So u roll but everyone kind of has the same numbers. This one seems Interesting though. Does it usually go higher or lower? Like are you noticing more 18 or sub 8s?
@TheSteeltec
@TheSteeltec 11 ай бұрын
Ooo I really like that, I think that's really cool.
@Chaz-dj9sq
@Chaz-dj9sq 11 ай бұрын
@@alextrollip7707 It kinda depends on the number of players you have, but honestly it stays pretty balanced all things considered. It also depends what kind of table you have and what classes people are playing. I've used it for a one shot with a very roleplay focused table and they actually left the mid-range scores for the most part, preferring the higher and lower ones cuz it made their characters more interesting. But I could see another table just leaving the lowest score out entirely, which would honestly be fine. I have noticed that this definitely works best if people aren't coming to the table with pre-developed character concepts, and one time I actually had a player switch their character from paladin to cleric explicitly because there weren't enough good Strength scores to go around. But it definitely creates a more communal feeling and gets everybody focused on the party and not just their individual character.
@KAPsub2
@KAPsub2 11 ай бұрын
Base rules, you always get one free object interaction on your turn (opening a door, drawing/sheathing a weapon, etc) and any additional interactions take your action. So you can switch weapons without using any actions if you just drop the one you're holding first
@wesleywyndam-pryce5305
@wesleywyndam-pryce5305 8 ай бұрын
super cool if you have a graviturgy wizard to cast immovable object so you can leave your weapons floating mid air and don't have to bend over to pick them up. and the wizard names you to move them normally ofc.
@AverageEggmonEnthusiast
@AverageEggmonEnthusiast 5 ай бұрын
No one: Link in BoTW/ToTK:
@phalamy9180
@phalamy9180 11 ай бұрын
I looove changing rules from d&d. Sometimes for balance, mostly out of spite.
@adamhunter1223
@adamhunter1223 11 ай бұрын
Which rules, out of curiosity?
@kajnake5905
@kajnake5905 11 ай бұрын
I like your energy
@rhas356
@rhas356 11 ай бұрын
This is the comment of the video. Every DM knows this mood, but you, my friend, have announced it.
@CommanderRedVega
@CommanderRedVega 11 ай бұрын
Based
@realdragon
@realdragon 11 ай бұрын
Spite?
@datDrowningFish
@datDrowningFish 11 ай бұрын
16:37 I know there’s a thousand rules across the 5e books, but opening an unlocked door is *specifically* listed as one of the things you can do for free once a turn, next to drawing/stowing a weapon and downing a tankard of ale (edit: I've been informed that dropping object does not take the Interact with Objects action). Using magical items usually takes a full action, but the mundane stuff is free. Actually, this is something my players forget sometimes. They’ll ask if it’ll be an action to grab the Orb and put it in their bag, and I’ll say “you can do that, no action required.” Similar thing for rolling some actions. Sure, you can reasonably reach the top of the 10ft wall, no need to roll.
@twinostrich8045
@twinostrich8045 11 ай бұрын
These are also called "Object Interactions," which are part of the action economy. Things like opening a door, drawing or sheathing a weapon, quaffing a stein of ale, fishing some coins out of a pouch, etc. Dropping held items is free and entirely seperate from this action type, as is dropping concentration on a spell.
@PersephoneDarling28
@PersephoneDarling28 11 ай бұрын
I stick dutifully to as a DM the philosophy of "I'm only going to make you roll when the possibility of failure will make the game more interesting"
@carso1500
@carso1500 11 ай бұрын
@@PersephoneDarling28 a player should only roll when there is a chance of failure or success, i don't get why some people get their players to roll for stuff that they can't accomplish even with a nat 20 or that they can't fail even with a nat 1
@Jordan-kq3qw
@Jordan-kq3qw 11 ай бұрын
Thought you said Ork, and was thinking it's definitely a full action to stuff an Ork into a bag.
@ArmageddonD11
@ArmageddonD11 11 ай бұрын
Actually it's listed between drawing or sheathing a sword and withdrawing a potion from your backpack. Dropping a held object isn't even an item interaction, it's just a thing characters can do.
@Damini368
@Damini368 11 ай бұрын
11:07 That would actually be strategically brilliant! The BBEG taking over mines where you can get diamonds to keep his enemies from being revivified, while enabling him to revivify his minions.
@SillySyrup
@SillySyrup 11 ай бұрын
3:40 "A pet mouse" with the word "pet" specifically in it is found in the urchin starting equipment.
@devongilweit388
@devongilweit388 11 ай бұрын
Object interaction as a bonus action is actually a nerf. RAW you get one for free each turn (PHB Pg.190 “Other Activity on Your Turn”) I love for players to use their turns to do a variety of things, but a player would never spend a whole action to take the ‘Search’ action. So I let players make one non physical ability check (perception, persuasion, insight, history, etc.) for free on their turn too
@danielcachopo6645
@danielcachopo6645 11 ай бұрын
The rule that our DM came up with in our table is that taking a potion normally is an object interaction, force feeding it to another player is a bonus action, and spending an action to consume it gives you the maximum amount of hit points the potion provides without requiring a roll.
@gman1515
@gman1515 11 ай бұрын
This
@blunderbus2695
@blunderbus2695 11 ай бұрын
Use an Object as a bonus action is also, like, the thief subclass's entire thing
@TheSkiingDragon
@TheSkiingDragon 11 ай бұрын
Idea (basically the same): if you use an ability that requires a skill, then you can for free make one skill check on your turn with a different skill category. So attacking, which is using strength or dexterity, allows you to make an int wis or cha check, but casting a spell requires int wis or cha as a modifier, so you can make a str dex or con check
@IordArthas
@IordArthas 11 ай бұрын
Not sure if you are referring to potions, but potion drinking is not covered under object interaction. It specifically requires an action as a use magic item action. “A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action” If I was mistaken and you weren’t talking about potions at all, then ignore me, lol.
@TigerKirby215
@TigerKirby215 11 ай бұрын
A rule that my tables have had for awhile regarding health increases on level up is that you reroll based on your hit die size. If you have a d6 you only reroll on a 1 but d8s reroll on 1-2, d10 rerolls on 1-3, and d12 rerolls from 1-4. This way the Barbarian doesn't feel bad for rolling a 2 on their hit die.
@162manoj
@162manoj 11 ай бұрын
We do it D(n)R(n/2). So D6R3, D8R4, D10R5, D12R6. R is basically reroll if less than equal to. But the bosses are also rolled as such.
@ajaxtaur
@ajaxtaur 11 ай бұрын
I'll do you one better: Stars Without Number has you reroll all of your hit dice every level, simply incrementing by 1 if you roll lower than current. For example: At level 1, your HP is 1D6+(1*ConMod). At level 2, your HP is *SET* to 2D6+(2*ConMod) (if you low-roll and it happens to be less than your previous roll, then you just increase your previous amount by 1 instead.) It removes feelsbad from prior level low-rolls, stops a character from accidentally being a bag of hit points from rolling lucky, all while keeping the element of randomness that ends up being fun.
@Thunderous333
@Thunderous333 11 ай бұрын
I usually roll and if it's below the average for the dice then we take the average
@ethanwilliams1880
@ethanwilliams1880 11 ай бұрын
@@Thunderous333 That is the best way to do it. We started doing that a while back, and now I can't believe we ever did it differently. Doesn't have people rolling 15 times because they are bad at dice, and doesn't leave anyone screwed.
@chaoticcrow20
@chaoticcrow20 11 ай бұрын
@@162manoj I'm curious, why then roll at all if you don't allow anything below average?
@eloquence_4143
@eloquence_4143 11 ай бұрын
10:35 I never really thought about having to purchase components before, but after hearing your explanation for it and thinking about it myself, I realized that there’s even more potential for this than you mentioned. For example, let’s say your party’s cleric has 700 gold and they want to be able to cast revivify. The cleric purchases 1 Diamond at the cost of 300 gold, but saves the rest in case they need to buy something important (like a magic item or something). Later, the party takes an exceptionally tough fight that results in 2 characters dying. The cleric has now been punished for being greedy, and now has to make the incredibly dramatic decision of which character to keep in the campaign.
@tesladrew2608
@tesladrew2608 10 ай бұрын
If I was the cleric I'd have the group pitch in to buy resses. It's not like you can res yourself
@sourwitch2340
@sourwitch2340 10 ай бұрын
How is not spending all your coin on diamonds you MIGHT need for revivify greedy? There's so many circumstances where having some money on hand is beneficial, and many of the other things they could have bought later - such as other spell components - would enable them to fight better in future fights. They just didn't know this combat would be tough enough to need that. And even if they did, why should they assume, of all things, they'd need to revive two people rather than getting more firepower?
@wesleywyndam-pryce5305
@wesleywyndam-pryce5305 8 ай бұрын
or just never given them more than one diamond at a time. and then make it a long ass time to get another after they use it.
@unknown_10453
@unknown_10453 Ай бұрын
@@sourwitch2340 gems are equal to the cost of the gem, standard 5e says if you have a 500 gp gem and need to buy a 500 gp item you can use the gem to buy the item. there is absolutely no reason not to just carry a bunch of gems.
@mevensen
@mevensen 10 ай бұрын
Costly/rare spell components are not just flavor/story, they are also part of the balance of the spell. You want to summon a demon, yeah, you actually have to collect a recently killed person’s blood.
@stm7810
@stm7810 3 ай бұрын
We all have weapons, and goblins are a person acording to races, we have that.
@benharder7816
@benharder7816 11 ай бұрын
The urchin background gets a pet mouse and the guild merchant gets a mule and cart, so there is some semblance of a rule that allows pets at character creation. Also, creating your own backgrounds/choosing your own equipment may allow you to invest in an animal
@samuelbynum5066
@samuelbynum5066 11 ай бұрын
Nobles get retainers as well, so you can even have people "pets" from your background as well.
@TheMikeJay22
@TheMikeJay22 11 ай бұрын
My rule for healing potions is that it is a Bonus Action to drink and you roll for healing. But, if you use an Action to drink it, you automatically get max healing from the potion.
@wackyferret
@wackyferret 11 ай бұрын
How's it working for you? I'm prepping for a game and was planning to do that for potions.
@senorsenor907
@senorsenor907 11 ай бұрын
​@@wackyferret If your game is on hard-mode, don't use this rule, however, in any other case, you should consider using it, is cool (it prevents you from tpking your players if you are a new dm)
@ethanwilliams1880
@ethanwilliams1880 11 ай бұрын
So in the DMG potions are considered a Use an Object action, but we just downgrade them to the lower tier interaction, which makes sense if it's a vial that can be downed quickly, so basically allowing you to drink a potion as part of your move, so long as you have a free hand, the potion is quickly accessible, and you don't interact with any other objects. To offset the ease of use, we just have drinking a potion provoke AoO, because that also makes sense. It's always felt very natural, and until I watched this video, I'd forgotten that wasn't the normal rules.
@ChosenTripster01
@ChosenTripster01 11 ай бұрын
@@ethanwilliams1880 i feel like anything you have to stop and take out of your pack is an action, if you keep potions on your belt i could see it being a bonus action but then i feel the potions could maybe have a chance of breaking when being attacked or making risky movements
@ethanwilliams1880
@ethanwilliams1880 11 ай бұрын
@@ChosenTripster01 Not really. Glass isn't as fragile as in the movies. They would have to directly hit it with a solid, non-glancing blow, which certainly wouldn't be the goal of your opponent, because that's much hard to do then just killing the guy who has the potion. If it is affixed to your belt, it should be as easy a motion to remove, and drink it, as it is to open a door. Note that "quickly accessible" was one of the requirements I stated. It provokes because you are taking your attention away from your opponent, literally turning your head up and away to down the potion, which would created a big opening in your defenses. Being a bonus action makes it compete with a bunch of other stuff, and the 5e action economy is aimed at allowing a lot of flexibility, not restricting it, as in previous editions. It's not remotely game breaking, in my experience, to be able to down a potion so easily, and by no means is capable of replacing a healer class.
@MachFarcon
@MachFarcon 11 ай бұрын
I really like a change one of my groups that I'm GMing has made, which is that "movement" based actions, such as opening a door or drinking a potion, reloading a crossbow, etc have a raw movement cost, such as 10 feet to open a door. It allows for more tactical combat, but also has increased players moving and doing more cool stuff during their turn, instead of being like "well, I could do some cool stuff but I need to save my action since I need the entire action for X, so I'm only going to do this one thing for my turn". I dunno. Using movement distance as a resource has been fun and everyone seems to enjoy it since also having enemies use up their movement (so they can't do those actions) also has increased players' investment in the game.
@richarddakazo2878
@richarddakazo2878 11 ай бұрын
I've been thinking about the fall damage thing recently, and I'd like to try this rule: if its a controlled fall (you jump on purpose and weren't knocked over) the number of safe feet you can drop is your CON mod plus your DEX mod times 5ft. Why Dex+Con? Well Dex is how well you can do like a tumble recovery, and Con is if you're tough enough to just eat it. I feel like fall damage doesn't happen that often anyway so if a player invests in getting 20 in both CON and DEX, what will it REALLY hurt to let them do a super hero landing from 5 stories up? (Yes i know super hero landings would destroy your bones irl, but they still look cool) i feel like you can also flavor in things like sliding down the cliff to control your momentum or landing on outcroppings on the way down or something.
@jonathanstern5537
@jonathanstern5537 11 ай бұрын
One rule I have for my Strixhaven game is everyone has two backgrounds, and one of them must be a Strixhaven background and the other must not be a Strixhaven background. Basically, the one that's Strixhaven tells what your interested in studying, and the non-Strixhaven background says what your character did before getting to school. It's working really well. I was given quite a bit of inspiration for filling in their backstories a bit, and the Paladin actually has a ranged cantrip she can do (She choose firebolt), and I got to imply that her mother went there (Urchin background).
@slavetwe
@slavetwe 11 ай бұрын
I am IN LOVE with the fact that jacob left his kids toys in shot, and not hiding the realities of being a parent.
@KarmaSangheili
@KarmaSangheili 11 ай бұрын
Or his toys, for when he needs to throw them out the pram mid-session.
@foxblaze2965
@foxblaze2965 11 ай бұрын
The main homebrew rule we have implemented that changes stuff is wild magic getting 1d20 per spell level, it increases the likelihood of it happening and also plays into the idea that wild magic sorcerers don’t have full control over their magic
@TerryFromAccounts
@TerryFromAccounts 11 ай бұрын
Yeah, my experience with Wild Magic leads me to believe it needs to be made more common than RAW because it just happened so rarely.
@foxblaze2965
@foxblaze2965 11 ай бұрын
@@TerryFromAccounts We also experimented with having it on a D10 but we felt that might make it so common that you would cast less spells, and felt this was a good middle ground
@bennettr6797
@bennettr6797 19 күн бұрын
Another good flavoring for casting wild magic more often is starting with the RAW "roll a 1" and then increasing the trigger number by 1 for each following spell (e.g. roll 1-2, 1-3, and so on) until they surge. At that point it resets to the original "roll a 1."
@spencergeorge4077
@spencergeorge4077 11 ай бұрын
3:32 I remember reading one background and being shocked that you got a pet rat
@ScrewBall105
@ScrewBall105 11 ай бұрын
My main takeaway from this informal survey is that it seems like almost EVERYONE forgets that in default RAW 5e, you can take the Interact With Object action for free ONCE on your turn as long as you have an action or movement you can take. The book assumes you interact as part of another action or movement (like taking the gold idol while attacking something or running past the pedestal).
@uberculex
@uberculex 10 ай бұрын
It doesn't mean we forgot, I just don't want to have to track dropped weapons all the time or to allow bards to swap to their weapon without dropping their instrument to have to pick it up later while then dropping their weapon again. They can still drop their weapons in RAW OR they can use the bonus action to stow their current weapon instead of using a whole ass action for it.
@dragonrider0079
@dragonrider0079 11 ай бұрын
16:31 This is a fun take but I think a lot of players miss the fact that everyone has a free use an object action. Meaning you can just open doors, sift through packages, draw weapons, etc. for free once a turn, afterwards you can do it again as an action. If you are a Thief you can Cunning Action 'Use an Object' as well for a bonus action, meaning in one single turn RAW, a Thief Rogue can, open a door, rush through it, close it behind them, and proceed to lock or bar it as well all in 6 seconds with their deft hands. That's cool af, and why I usually try and avoid changing rules that affect other class features specifically, so as not to take away from them.
@gamemode_cat6606
@gamemode_cat6606 11 ай бұрын
Our DM has inspiration going the exact opposite way, where it's super rare, but also really powerful. Using an inspiration can happen before or after a roll, and it doesn't require a reroll, but is just an automatic success(within reason), and attacks that use inspiration are automatically critical hits. It makes them fight changing, and is pretty nice.
@trequor
@trequor 10 ай бұрын
I do a version of both. I am generous with regular inspiration (which equates to one reroll) and extremely selective with "superior inspiration" which is automatic success. I usually only give out one superior inspiration per adventuring tier and it's for extreme meta stuff such as remembering trivia about random NPCs and locations from months and months ago or for successfully citing my extremely obscure references (i.e. discerning that the origin of the pirate bosun Bonnie Read comes from the names of two famous female pirates)
@user-mi5md1ln4r
@user-mi5md1ln4r 4 ай бұрын
Im so on board with the whole components thing. Yeah, its difficult to have what is needed for a spell ahead of time. But I played a dragonblood sorcerer in my sister's campaign and had just gotten the Summon Draconic Spirit spell, but could not find the component for it. It turned into a whole side quest to defeat a dragon to acquire the item, which I was able to use for the first time against the dragon as well! It doesnt always have to be a shopping trip for components, you can pretty easily make an adventure for the rarer ones!
@hexlart8481
@hexlart8481 11 ай бұрын
My favorite alternate initiative rule comes from a videogame actually. In the Banner Saga, you pick the order your party acts in. And then combat has a party turn -> opponent turn flow. So the first person in your party queue acts, then the first person in the opponent queue acts, then the second person in the party queue acts, and so on. The queues loop back to start at the end. So effectively the result is that players are _always_ acting. There is never a stretch of time where I as a GM go do several enemy turns at once while players just zone out because its always party-opponent-party-opponent. It makes fights feel a lot more dynamic and fast paced. It has a couple interesting effects too, the group with fewer members will be able to act more. So its a subtle buff to your big bad and their lieutenant, and a subtle nerf to the horde of goblins that outnumber the party. Banner saga also has a "pillage" rule. Where if there is only 1 enemy left, the entire party gets to act in between the enemy's turns. This is a nice way of letting the party clean up a trash mob, although I do away with this rule in boss fights and the party can never be "pillaged". It also helps me shake up boss design, letting me do interesting things since the boss acts after every party member. Fill out their tactics with reactions to some player attacks. When the tank charges in have a special reaction for that. It also allows for interesting timing based attacks. The boss targets a weakened player one turn, and the party has to scramble to save that player if they don't have time to react themselves. Interrupting the boss' attacks. When done well, this is a super satisfying system. It has its flaws, but I've had a lot of fun with this system, and I think choosing your queue order is an interesting tactical decision. A character that goes last can better react to any developments in combat, but the character that goes first can take advantage of terrain or positioning to get ahead of the opponents early.
@_Crunchy
@_Crunchy 11 ай бұрын
I might steal this for a one time boss encounter. In a game with normal initiative, the boss suddenly messing with initiative is going to make it seem special.
@Mister_Cakes
@Mister_Cakes 11 ай бұрын
I like this
@Dack.howaboutyou
@Dack.howaboutyou 11 ай бұрын
NIce. Actually sounds pretty tight, especially if your PC group knows they are probably about to go into a fight, talked at some point before (while traveling) to set up a "if x then y" strategy, or the party somehow gets a situational surprise attack with enough time to either communicate "the plan" or they have some other way of knowing what their standard strategy will be in all fights (or have a set init. order depending on what kind of fight they find themselves in... via having talked around the campfire and strategised or whatever/however you want to say they knew to coordinate their battle actions). TLDR; i would use your system situationaly, not universally, for a bit more of a realistic feel, but that's just me and my prefs... In session zer0 i'd talk about it and potentially, the other options, like some kind of check where you get to add your dex, or wis modifier (maybe your choice) to whatever you roll on a d20, rolling with advantage if you happen to have perception skill training or alertness-type feats, or rolling some NPC checks to see if the PC group even has time to act before the NPCs... possibly modified by the terrain/surroundings/weather/noise-levels/distractions etc]. Anyways ill stop rambling now and go write this up in a text doc with the rest of my homebrew ideas xD
@Dice-Eater
@Dice-Eater 11 ай бұрын
I really love that critical hit rule with the third hit being a super hit. It feels like a final smash kinda thing.
@omegacyborg
@omegacyborg 11 ай бұрын
for the rule at 7:34, even pathfinder has feats that allow you to switch your weapon during your turn for free, if you built it right
@Maxwellmcawesome
@Maxwellmcawesome 11 ай бұрын
Second hot one: Inspiration is so rare at our table, it’s almost exclusively awarded for excellent role play or at table detective work, and as such when you receive a point of inspiration it is a free nat 20 on a role of your choice, and you can hold onto it for as long as you want. My table LOVES this rule, it allows us to plan story beats as players because sometimes we know we can do *one thing* and we just have to get to it to try, and it makes us want to play true to our characters because there’s a chance we’ll nail it so good that we get extremely rewarded for it
@noisypitta2427
@noisypitta2427 11 ай бұрын
A variant of the potions on bonus action rule that we use: drinking a health potion using your BA makes you roll for hit points like usual, but using the potion as an action gives you max HP from it
@StarClan4evr
@StarClan4evr 11 ай бұрын
I always enjoyed running that everyone gets a feat at level 1, helps to make everyone feel unique in their skillsets right from the start, especially since most classes don't give subclasses until level 3.
@uberculex
@uberculex 10 ай бұрын
I've done that but limited their feat choices. There are some obviously better feats than others and I don't want them getting them at session 0 (I'm looking at you sharpshooter, luck, great weapon master)
@erroneum
@erroneum 10 ай бұрын
I like the idea that a healing potion can be either an action or a bonus action, with the difference being that as a bonus action you roll for healing, whereas when you allocate a full action it's automatically maximum. The idea is that when using a bonus action you're effectively just throwing it at your mouth, and maybe some (or most) of it misses, whereas when used as an action you're being careful to consume every bit of it.
@mmilipersonal9929
@mmilipersonal9929 11 ай бұрын
An issue you might be having with the action system (though I do agree it’s still not the best) is that you’re not using free object interactions. They are basically that you can interact with 1 object on your turn(such as opening a door or drawing a weapon). I think they are in the “On Your Turn” section of the phb. Fun fact the rule intentionally doesn’t list dropping an item as a free object interaction. My table plays that you can drop a crossbow or something but it might miss fire when you do.
@ethanwilliams1880
@ethanwilliams1880 11 ай бұрын
Other than MAYBE Warhammer Fantasy RP, or Call of C'thulu 7e, 5e has the best and most flexible action economy I've ever seen, and the aforementioned are both kinda boring and repetitive in practice. It's pretty much the biggest selling point for the system, though it also has some other cool innovations. So I would say it IS actually the best.
@trequor
@trequor 10 ай бұрын
@@ethanwilliams1880 CoC is lighter on rules for action economy, but it is super effective for that style of game. I think a major factor is that CoC is a much more urban game, meaning that exact ranges are less important since interior rooms are almost always within them.
@tesladrew2608
@tesladrew2608 10 ай бұрын
Can a crossbow fire if it isn't loaded
@dylank10101
@dylank10101 11 ай бұрын
A player of mine decided to (finally) try DMing as she had a ton of great ideas and really wanted to give it a go. She ran a one-shot for her maiden voyage made a rule that gnomes are explosive if you lock eyes with them (without telling anyone else in the group). She almost TPKed the group because a shape-shifting decided to change into a gnome and tried to get an orphan gnome to look at him.
@matt-thorn
@matt-thorn 11 ай бұрын
If a table isn't that keen on shopping for material components, they could set aside a set amount of gold for components. And when a spell uses something they can just take it straight out of that pool, pretending they bought it previously. This fund could only be refilled in decently sized towns, and if it runs out, that's it. No more spells for you.
@gerald2508
@gerald2508 11 ай бұрын
This was my idea for what the 'component pouch' does, as far as I can tell it currently does nothing.
@ratchet1freak
@ratchet1freak 11 ай бұрын
@@gerald2508 a component pouch is a collection of all non-consumed components so that a spell caster only has to buy 1 thing instead of searching around for everything. (though they still can for RP reasons) It's a more mundane alternative to an arcane focus.
@wargriz8213
@wargriz8213 11 ай бұрын
Exactly. Otherwise tracking buying and collecting all of the random things for spells like sulphur and cocoons would be impossible. Now you just have to worry about the expensive stuff.
@gerald2508
@gerald2508 11 ай бұрын
​@@ratchet1freak Thank you.
@arthurgraton7165
@arthurgraton7165 11 ай бұрын
Blades in the Dark has a similar mechanic that could be homebrewed. Instead of doing equipment before a Heist, you choose your equip load (light, medium, heavy), and each give you a number of "item points". Each item in the game cost a number of points (usually between 0 and 3), and anytime you need an item, you just pull it out of your bag and cross out that many item points. Basically it's assuming you did all the prep before the heist without forcing you to actually spend hours talking about said prep.
@killerm5
@killerm5 11 ай бұрын
The DM in on of my games gave us a feat at a story appropriate moment, which feels very rewarding after a big quest completion. He allows us to roll for hp on each level up, but if we roll below average, we can choose to take the average. So at worst, you have the average, at best you roll slightly above. In the end it amounts to about 1 more hit point per level so it is not really game breaking. This also prevents players from rolling 1 and 2s at low levels and being super low hp.
@xylemicarious
@xylemicarious 11 ай бұрын
On a similar note, I've heard of ALWAYS rolling for HP, but rolling twice and taking the better (so advantage on HP rolls basically).
@killerm5
@killerm5 11 ай бұрын
@@xylemicarious That also sounds reasonable. The average for both methods is VERY close actually. For a D6, it is an average of 4.5 ish for both and for a D12, the advantage pull ahead slightly. However, the second one being the average (rounded up) actually mostly reduces the standard deviation. Just a quick 10k sample for d6 hit dice: Advantage Take average if below Average 4.46 4.51 stddev 1.41 0.77
@maj.peppers3332
@maj.peppers3332 7 ай бұрын
We have a similar HP rolling system. Roll, and then you can take the result, take the average, or re-roll but you MUST take the re-roll result. Trying to make a best of both worlds for the risk-takers and the people who wanna keep a safe average, with the chance for something better. I like the idea of rolling HP with "advantage", but you could still get like a 1 and 2 which can feel lame.
@shadowhunterevil8214
@shadowhunterevil8214 11 ай бұрын
In our game, you can only flank if you still have a reaction, so if you still pose a "threat" because you could opportunity attack. If you used your reaction to do something, you can no longer flank for someone until you get it back.
@Wrrohm
@Wrrohm 11 ай бұрын
I like this a lot! Mechanically it makes a LOT of sense.
@shadowhunterevil8214
@shadowhunterevil8214 11 ай бұрын
@@Wrrohm Also, since we use firearms in our system(Its more of a steampunk style game), when you are flanking and the attacker misses despite flanking, the attack instead has a chance to hit them. So they actually have to think about wether they should flank or not, and flanking on these nova shots, wehre someone burns all their one time use abilities on one attack is really dangerous, because if they miss, they could one shot their teammate.
@pimpbisquick7036
@pimpbisquick7036 11 ай бұрын
The NPC does not know if the PC has another attack or not, though. The bonus comes from the possibility of attack due to proximity, not whether an attack actually comes.
@shadowhunterevil8214
@shadowhunterevil8214 11 ай бұрын
@@pimpbisquick7036 well, you can see if they are distracted or already doing something else. dnd combat is only played one after another. So if someone this turn is busy doing something else(basically using their reaction) they cannot pose a threat
@dragonicdoom3772
@dragonicdoom3772 11 ай бұрын
Random idea I came up with for flanking while watching this: a creature being flanked cannot make opportunity attacks (including if one of the flanking creatures moves away) unless they meet the conditions that Jacob mentions like multiple eyes or high passive perception. Makes sense since they're too focussed on multiple opponents to take advantage of the opening you create by moving away. Alternatively, maybe you can't make opportunity attacks if your Dexterity mod is lower than your intended target's. That way it indirectly buffs classes like Rogue and Ranger who generally have higher Dexterities. Could also add a rule where concentration ignores this rule, so if you're concentrating on a spell or a feature creatures can make opportunity attacks against you even if they have a lower Dex mod. Makes the player think more carefully about their positioning.
@spareiChan
@spareiChan 11 ай бұрын
Had a DM that played it that disengage was either an action OR half your movement. That way you can move a little bit but never outrun a creature wanting to be in your face. (fyi, sentinel feat was banned, so no kite abuse) For flanking we had it that a friendly creature in melee range can use their reaction to "help" your attack work (honestly we did this so the arcane fighter would stop just spamming flyby familiars, we took all combat abilities from familiars in exchange for this flank rule). This also worked to eat AOO reaction from both players and enemies. We also had a rule that if you did a nat 1 on this attack it WILL hit your ally, this is the only case where a nat 1 will do this (EDIT, yes you would need to roll a double nat 1 on adv rolls for this to happen, since ranged attacks on melee are at disadvantage this would cancel it out making it a normal attack) it would only require. Both of these worked out fairly well to make the combat feel more "we got a plan" and less "what had a plan".
@WeedgokuBonerhitler
@WeedgokuBonerhitler 11 ай бұрын
it's not super helpful for 5e, but in the Starfinder system, a character or monster that's Flat Footed can't take any reactions at all, including attacks of opportunity, and there are enough ways to inflict that specific status that if you don't like being AOO'd you can just do that a lot. And I'll be honest: it feels good and I can't believe other systems didn't have something that basic before.
@realdragon
@realdragon 11 ай бұрын
I'm just gonna change the stats, flanking doesn't give advantage but like +2 to hit. idk I didn't make the math
@bryancarle8556
@bryancarle8556 11 ай бұрын
I had a player who couldn't decide on what class to play. Every few hours they changed their mind. So we made a class, the multiple personality class. Every morning they roll a d8, and the number on the die is the class they are for the day. They have no memory of what did the day before if the class changes, and the personalities are not aware of each other. Once to level three, they get the ability to talk to themselves, where they can call on a random personality to multiclass with. He gets to play a bunch of classes, use the same character and we have some wild RP moments within the party and when dealing with NPCs.
@christophertidwell2422
@christophertidwell2422 11 ай бұрын
So are they a triple multiclass or do they have multiple different charcter sheets
@bryancarle8556
@bryancarle8556 11 ай бұрын
@@christophertidwell2422 they have the same stats and has the class levels it gains abilities. So it starts as one character sheet, he was a human race. So level 1, he only got the ability of split personalities. Then at level 2 each personality has its own set of proficiency based on class. Then level 3 they got the sub class feature for the class they roll. Level 4 they gain the ability to mediate before a long rest, if they they gain a reroll on the personality die in the morning. Level 5 they become self aware and are able to have memories of the previous class, multiclass with the previous day personality if they want to. Then as they class up they gain more control to the point where they gain the ability if they drop to zero hit points, they can come back with 1 hit point but as a different personality, they can control which personality, and which ones multiclass. At level 20, they are able to perform a super combo calling upon personalities for a 8 attack combo, with it resulting in 3 levels of exhaustion. We are figuring it out. He has multiple sheets, mostly to keep track of who he is. He likes it, he is always wanting to be this character and that character, so it let's him be everything.
@cotiew
@cotiew 11 ай бұрын
this is actually a lot of fun. one of my players did this but I would have him randomly roll during session.
@bryancarle8556
@bryancarle8556 11 ай бұрын
@@cotiew we thought about it, but the other players weren't on board with the idea.
@HelicopterShark
@HelicopterShark 11 ай бұрын
10:45 I just added a square box next the marker for a prepared spell and put a tally in it to mark how many times I could cast it with the amount of materials on hand. Can't prepare the spell without taking note that you can't currently cast it.. (for different spells that share materials I split them but if I've run out of them for one I've got a little * showing that I could take them from another spells) sounds meticulous but really it's just like a spell slot marker. They stand out more than having to check the text box each time. Also infinity symbol means I got the costly ingredient that doesn't get consumed.
@garion046
@garion046 11 ай бұрын
A couple of other ideas: You can weapon swap for free before or after attacking. Shields are a bonus action to take on/off. If you have a spell with the ritual tag, you can cast it as a ritual, even if your class doesn't allow it normally. Playtest inspired exhaustion rules: exhaustion is a cumulative -1 to all d20 rolls, up to a limit of 5 levels.
@RavixAryss
@RavixAryss 11 ай бұрын
Since you mentioned the opening door (and drawing weapons and such) being an action , I'll point out that while they ARE actions, you get 1 object interaction for free each turn. So you can pull a lever, or open a door, or draw your weapon for free once per turn (For reference it's page 190 "Other activity on your turn" in the PHB). I personally tend to give my players 2 free interactions, mostly for those who want to switch weapons or are dual wielding.
@DigitalxGamer
@DigitalxGamer 11 ай бұрын
I personally prefer having to invest a full action to both stow an old weapon and draw a new one. But if you are willing to take a risk and just DROP the weapon in your hand in favor of pulling out a new one, that's free~
@Grognakk380
@Grognakk380 11 ай бұрын
​@DigitalxGamer I tried to implement this in my campaign but used to always forget it since my players usually only have their one loadout of melee weapons so it would only really come into play when they used a ranged attack instead like a javalin. In the end i just let it fall to the wayside and my newer players dont even know it was ever a thing i tried. I think the balance to it is that the enemies also dont need to stow or draw weapons.
@Scott-ql2kx
@Scott-ql2kx 11 ай бұрын
it wouldn't be a Jacob Video if he didn't get a core rule wrong... At this point, I dunno if it's intentional to farm engagement or not.
@CalifornianCuttlefish
@CalifornianCuttlefish 11 ай бұрын
3:52 I know for a fact that if you choose Urchin background your starting equipment gives you "a pet mouse"
@sampekula9642
@sampekula9642 6 ай бұрын
House rules are another interesting topic to cover. We have a few house rules I'd like to share: -You have the option to roll 12 sets of 3d6 for stat rolls and take the highest 6 totals -we generally try not to use our phones unless its the DM looking something up. So if you want to reference a spell/race/item etc, you have to have a physical copy of the source material it came from. i.e we couldnt use the Silvery Barbs spell until we bought the Strixhaven book
@AidanWR
@AidanWR 6 ай бұрын
The one rule that my group does that I really like, is that level one you start with a feat, level four is feat or ability improvement, but then every 2 level after the feat/ability improvement, you can take a feat. It allows for more interesting builds, and makes it easier to decide if you want to forgo that ability score improvement for a feat that works with your build/fits your character. Of course, this can be tuned to however you feel the group works, but the feat level one really makes the character more individual
@an8strengthkobold360
@an8strengthkobold360 11 ай бұрын
Fall damage scales with size category (tiny is 1, small is 1d4, medium is 1d6, ect). This is mostly for fall damage transfer (a ancient red dragon falling 200 feet and landing on you should be worse then a raven doing the same) but it's also a little more realistic and gives a slight buff to small charcters.
@johnnygreenface4195
@johnnygreenface4195 11 ай бұрын
Tiny should just be 0.
@realdragon
@realdragon 11 ай бұрын
Yet another advantage to being kobold
@chrismerrell7957
@chrismerrell7957 11 ай бұрын
Definitely some ideas that I stole, possibly even from Jacob, but, Health potions - Bonus action = roll to heal, full action = max heal (ie, 2d4+2 = 10 hp). It just makes a little more sense that if you are going to quaff a potion in the middle of combat, you might spill some, but if you take the time to use it properly, you get the full benefit of the brew. Crits - I hate low damage crits, so I adopted max damage + rolled damage + modifiers. So, if you use a short sword and you crit, you would get 6+1d6+Str. Nothing feels worse than getting super lucky with a crit and rolling 2 1's for your damage. I also tried making a tiered weapon system once, but it got too complicated for some of the new players so I scrapped it. The idea was that you could get better weapons the more your proficiency grew with a certain type of weapon. For example, you might start with a simple short sword, then work up to a long sword, then a great sword. Or maybe a spear, then a halberd, and then a glaive. That way you couldn't just immediately buy the strongest weapon available to you and immediately get all the benefits of it - you could use it, but you wouldn't get proficiency bonus with it.
@feathercompressor
@feathercompressor 11 ай бұрын
Great idea on the potions, I'm stealing that. On crits, i treat one damage die as maximum (player's choice). Because yes we all hate that feeling of rolling 1 damage.
@UpliftThrone76
@UpliftThrone76 10 ай бұрын
I do crits in the way that I was taught by my AD&D DM: Regular damage times 2. There's no rolling two dice, there's no "this dice gets the plus this doesn't", it's just straight up you take your regular damage and multiply it by two. If you have say... Savage Attacks from the Half-Orc race, then you add an extra dice *after* the times two.
@lCaptainCanaryl
@lCaptainCanaryl 10 ай бұрын
For the weapon swap thing, I personally count it as your 1 free item interaction per turn. This also takes the slot of opening or closing a door, ya know- something not *as* impactful, but still has a little bit of weight. It enables weapon swapping, but you can’t just Ben-Kei style, Shirou Emiya style grab a weapon, smash, grap a weapon smash. It loses a certain image, but it also prevents having to keep track of what does what on the same turn.
@Stonerman135
@Stonerman135 9 ай бұрын
Dropping a weapon should be a free action and picking up or drawing a new weapon should be a bonus action
@wesleywyndam-pryce5305
@wesleywyndam-pryce5305 8 ай бұрын
​​@@Stonerman135 no drawing or picking up a weapon is an object interaction by default. you're making it worse not better.
@matthewkukowski4638
@matthewkukowski4638 11 ай бұрын
It's another patented "Jacob on the Floor" video! Common Jacob W
@Hellhound010
@Hellhound010 11 ай бұрын
15:38 Pathfinder 2e fixes this problem in a really cool way, opportunity are restricted by class and only to certain enemies, which I think is really cool. You can play around it as a player by sending your more mobile characters at spellcasters that don’t have the feat while characters that like to stay up close and personal to bigger threats (like a fighter or barbarian that likes to rank) are given lots of tools to defend against strong melee combatants. Plus there’s so many different reactions that sometimes you’d rather save your reaction for something else then opportunity attacks.
@feathercompressor
@feathercompressor 11 ай бұрын
Yeah I also do that, AoO are restricted to fighters barbarians and paladins, makes it feel unique and like a real reason to keep such classes in your party.
@ethanwilliams1880
@ethanwilliams1880 11 ай бұрын
Pathfinder 2e has a much worse action economy than 1e somehow. This AoO system is also terrible, because it severely limits you for really dumb, arbitrary reasons, which is kind of the Pathfinder MO, tbf. Your ability to swing a sword at someone shouldn't be gated behind having a certain class. AoO and flanking are very natural, realistic mechanics. It would be like saying that only barbarians and fighters can pick up heavy objects, and your Strength score is irrelevant because you aren't one.
@Hellhound010
@Hellhound010 11 ай бұрын
@@ethanwilliams1880 Everyone wants different things for my party it works out for them and they enjoy it, sometimes you sacrifice a bit a realism for more fun. Each group is different.
@feathercompressor
@feathercompressor 11 ай бұрын
@Ethan Williams well, thanks for calling me dumb and arbitrary, love that - the reason I do it is because the "martial" classes I listed are those who have done extensive training for that situation. A druid is trained for lots of things, but being so skilled and focused with a melee weapon that he can attack even when it's not his turn doesn't sound "realistic" to me at all. My casters don't lose anything since they always miss on AoO anyway, and it makes martial training count for something. If you want to call that arbitrary, I guess we aren't speaking the same language.
@ethanwilliams1880
@ethanwilliams1880 11 ай бұрын
@@feathercompressor I suppose you can take it personally, for some reason. So your players are okay with only ever playing bland, cookie cutter stereotypes, doesn't mean that forcing them to do so is a good thing. Classes should have some flexibility, and game balance should surrender ground to realism, and fun, to a certain degree. The reason flanking AoO exist is that when you turn your attention away from someone, who's in your face, with a sword/whatever, they can get a blow past your defenses. All characters in dnd are assumed to be competent enough to defend themselves, otherwise they would get blendered by anyone with a sword, a character isn't just sitting there like a dead fish, waiting for their turn.
@skipuru
@skipuru 11 ай бұрын
For changing weapons we've always done drawing weapons is a free action but sheathing and drawing is a bonus action. This causes players to sometimes drop what they're holding if they don't have time to fully change weapons
@dragonstar2011
@dragonstar2011 5 ай бұрын
The story after the enlarge reduce rule reminds me of my first ever game. We had a gnome paladin in our group. He was actually about 3 feet tall. But at some point he just became this hat and sword sticking out the grass at all time. No spell was used on him, we just decided he was actually 3 inches tall. The player rolled with it because he convinced our DM to give him advantage on stealth if he took his hat off. It was hilarious.
@arthurgraton7165
@arthurgraton7165 11 ай бұрын
Finding spell components: Most of the time, it should be as easy as going to the "general store". Sure, it's a lot of fun to go on an adventure to get the diamonds for revivify, but you don't want your players to get annoyed at the wizard because it's the 10th time they need to go on a side quest because of a random spell. After a while the Wizard will just stop using those spells to avoid "wasting" sessions on side quests that only benefit him.
@GRG772
@GRG772 11 ай бұрын
I would say that if you want components to be that important, you could establish that certain towns carry certain materials, so it's not always a side quest, sometimes you just have to take a detour and stock up om bat wings, or hope that a merchant caravan is coming into town and bringing some supplies from somewhere else, could be a major tool for worldbuilding. Alternatively, this could be used to add weight to the choices players make. If you make diamonds rare or require a side quest to be a available, suddenly dying becomes a lot scarier, and players will be more cautious. If healing spells can't be cast at low costs, a healers kit becomes an interesting choice, and so on. But I can see how that can become a chore too, I guess it comes down to trying it out for your table and seeing whether it works or not
@theincarnationofsin
@theincarnationofsin 11 ай бұрын
I'd be inclined to agree if it weren't for the fact that those spells with costly material components (at least in the case of wizards) don't typically consume said components. Contingency, for example, requires a statuette of you carved from Ivory and decorated with gemstones, with a total worth of 1500 gp. It's not consumed though. You're only ever going to need one of those, so there you go. As for the specific example he used, Revivify, what right minded party would be annoyed that their healer wants to keep them alive?
@floofzykitty5072
@floofzykitty5072 11 ай бұрын
​@@GRG772 How would you buy something that is supposed to have no cost? I see this misconception about component pouches all the time. Component pouches have an infinite amount of any component that has no cost when listed in the components of the spell. This is how they are supposed to work, otherwise people would only use arcane foci. If you read any rules regarding the component pouch, you will find they are intentionally vague. They're basically meant to be a for people who describe how they cast spells physically over someone who just wants to shoot magic out of their arcane focus.
@michaelleue7594
@michaelleue7594 11 ай бұрын
@@theincarnationofsin Well, TTRPGs are generally supposed to be a story. Filling up the game sessions with diamond collecting might be good strategy, but it's going to make for pretty boring storytelling. Even the most fun and creative DM is going to struggle making a 10th adventure session about going to find some more diamonds. Eventually it's always going to turn into "yeah, you go to the local jeweler and buy some diamonds, next thing".
@jrytacct
@jrytacct 11 ай бұрын
​@@michaelleue7594 Which is why I just ditched Material Components *decades* ago. If you're going to turn it into "you just go to the store and fill up" then why bother with it at all? Keeping track of all that just slows the game down.
@samforrester3817
@samforrester3817 11 ай бұрын
My favorite rule I use is that characters can make any practical skill check during combat using any part of their turn, but using a full action grants you advantage on the check, using up your bonus action or movement is a straight roll, or you can make the check as a free action with disadvantage. Another rule I use is that during character creation you must have some kind of backstory/relationship with at least one other character in the party.
@marlonadams1477
@marlonadams1477 11 ай бұрын
I like the skill check as a free action, always thought a perception check shouldn't cost an action
@uberculex
@uberculex 10 ай бұрын
That's a nerf to stealth. Can the enemies do that too? Can you make a stealth check as a free action? There's literally no reason not to every round and one of the best features of rogues are basically useless now.
@seanbordier8168
@seanbordier8168 11 ай бұрын
I find it fun that swapping weapons can actually be done in tandem with your movement as a free action anyway. There are a ton of weird free actions that you can do.
@uberculex
@uberculex 10 ай бұрын
You can't swap, you can only draw or stow. You have to throw a weapon on the ground to "swap" as a free action.
@leffeup8117
@leffeup8117 10 ай бұрын
I have some of our house rules on these subjects Weapon switching: we changed object interaction to be something separate from the other actions, so you have your action, reaction bonus action and interaction. With an interaction you can do something with both hands, anything more than that and it costs your action. For example: you’re holding a sword and want to grab a bow. Thats one hard for sheathing your sword, and one hand for grabbing the bow. If you want to switch from a bow to sword and shield, you cant do that without using your action or dropping the bow. Opening a door costs one hand interaction, so you can open a door and draw your sword. Concentration: you cant concentrate on more than one spell, but not all damage invokes concentration checks. Only in special cases at the dms choice. We have one other rule, any person with spell slots can support concentration. For example a druid is casting moonbeam, but also wants to conjure animals. The ranger in the party can take the concentration for that spell, as long as he has unlocked spell slots of that level. We are playing a high power game, so this gives the players some more options. Opportunity attacks: simple, as long as you have damaged someone this round, you dont invoke their opportunity attack. This buffs some of the low attack actions in the game, for example a monk. A monk can make unarmed strikes against a group of enemies, which means he can walk away freely.
@profdouglas1392
@profdouglas1392 11 ай бұрын
My table occasionally uses an expansion on Colton's initiative rules. We have had issues in the past about who gets the DM's attention in towns or during rests, so we use initiative ordering to decide who gets to shop in which order, etc. This way the DM gets to directly address each member of the party and check that there isn't any more town-based interaction to be had before progressing the party, and there is never a situation where multiple players hound the DM with questions about different shops or taverns at the same time. We also used to split loot using a pick draft starting at the top of the initiative, but now we have matured enough to be chill with going down the loot list and allocating gear that players want to use and then selling the rest and splitting that gold evenly
@LordChrom
@LordChrom 11 ай бұрын
I use the falling rule for when someone gets pushed and the movement gets interrupted by terrain or another creature. If the remaining movement is 10ft or more, the receive 1d6 bludgeoning dmg per 10 ft of remaining movement. I think it makes throwing displacement spells and features to play around terrain and enemies becomes more fun, and I think it is always a good idea to encourage using the terrain
@Unrelistk
@Unrelistk 11 ай бұрын
My dm recently started implementing alternative attack options and one gives gives you the 5 foot step from 3.5 with certain light weapons. That particularly made me happy.
@omegadragonRandom
@omegadragonRandom 8 ай бұрын
I actually have a custom rule I came up with for my table which is of very new players and also im a very new DM. The idea was to make it a little harder to fully die and make it a little less punishing to a bad idea. Knockout: When a creature drops below 0 hitpoints they fall unconscious and stable. However, if they were taken to 0 from a crit or an amount greater than double their con score they start rolling death saves as normal. While unconscious if damaged you start rolling death saves. Also while unconscious another player can wake you up with one hitpoint as a help action, no medicine check required. For the most part I use this on monsters which gives players an opportunity to wake them and possibly interrogate or get information.
@SeanLaMontagne
@SeanLaMontagne 11 ай бұрын
I like what you said about healing potions as bonus actions, because really how many healing potions does the average party have on them? They're not cheap, and they're not always easy to get, specially if you want a high-strength healing potion. So as a bonus action, they'll probably the mechanic once or twice over the course of a month or two of playing. Even if that, some people just don't have healing potions in their game like that
@ZarnonElchris
@ZarnonElchris 11 ай бұрын
For flanking, I like to say that it doesn't give advantage, but it lets you use the help action as a bonus action or reaction. It makes positioning more important without trivializing other ways to gain advantage.
@APixelPuffin
@APixelPuffin 11 ай бұрын
Just to add on to the point you make at 10:30 D&D is very much based around resource management. Keeping track of HP, spell slots, how many rages you have, bardic inspiration, etc. Compared to those I don't think that managing your inventory to make sure you have the expensive components to cast a spell is super unreasonable, especially when it can be a lot of fun to track down those things.
@guymontag5
@guymontag5 11 ай бұрын
In my current campaign we're playing XP leveling, but to give players more options I gave the Adventuring League an Orb at the guild hall that allows players to exchange gold for XP (1:1 ratio). It's worked really well, players get to choose between magic items and XP, and helped a lot with the pacing of the levels.
@Confusedsandwich
@Confusedsandwich 11 ай бұрын
In a parallel universe, Jacob is actually standing up and the floor is the wall...
@KayDeeKeySull
@KayDeeKeySull 11 ай бұрын
"Talk *with* your players" is especially important, an ex dm used to talk *to* us about why he has added homebrew/house rules. He was like "here, we're using these rules, read this" and sent over a 120+ page pdf of variant weapon rules and i'm like yall i'm in college that's so much extra reading, no
@realdragon
@realdragon 11 ай бұрын
I didn't even read 120 pages of PHB
@anikinsgamer4597
@anikinsgamer4597 10 ай бұрын
IIRC, it takes no action to "drop" a weapon and a free object interaction to draw or stow one weapon, Zee went over this like 2-3 years ago and I'll always remember it.
@alexcooper9149
@alexcooper9149 26 күн бұрын
I love how a decent few of these “common house rules” are just actually the rule
@an8strengthkobold360
@an8strengthkobold360 11 ай бұрын
When Jacobs on the floor you know it's gonna be a good vid.
@immortalhob6759
@immortalhob6759 11 ай бұрын
The idea of some monsters/players simply can't be flanked is a great way to encourage critical thinking during combat, as well as +2 for flank and no op attacks
@ethanwilliams1880
@ethanwilliams1880 11 ай бұрын
I would disagree. If anything it makes the system require less tactical positioning, as you can just freely run between enemies (thanks to no AoO) and don't have to worry about which side of the monster you stand on. It also encourages players to run face first into horde, because flanking isn't serious at that point, whereas if you run 5e advantage flanking, they have to be careful, and has led to some cool situations, where players stand back to back, to avoid getting flanked. Pathfinder 1e granted +2 to hit from flanking, and in practice it meant you didn't even bother with positioning, as long as they were in your reach (though tbf it also had some issues with movement in general). Flanking is also an OPTIONAL rule in 5e, its just so popular, like feats, that almost everyone uses it. AoO and flanking are also very realistic, and don't necessarily have to do with awareness, so much as defensive coverage, so it doesn't make any sense for a creature to be immune.
@Dack.howaboutyou
@Dack.howaboutyou 11 ай бұрын
@@ethanwilliams1880 And i disagree with your disagreement, hehe. i think it's a situational thing when it comes down to it. The AoO and flanking by themselves as concepts may be "very realistic" but they do not exist without the participants, and those participants are not going to always be the same. Neither in their relative abilities, opponent(s), nor combat environment(s) etc would they always be able to react the same way... so i wouldn't say that those rules are "very" realistic at all. "Very balanced for game play" is something i might say... perhaps.... But anyways; just my, admittedly-half-asleep, 2 cents.
@TheJeSTeR7530
@TheJeSTeR7530 11 ай бұрын
I think i want to add to some of the things in this video... First off, i do have an alternative initiative rule for my games where you can add different attribute scores to your initiative roll depending on the situation... like for example, if you start combat while climbing something, you can add your Strength to the roll instead of Dexterity, or if you start combat after you successfully decieved someone, you get to add your Charisma instead. Only if the party is using their acrobatics or stealth, or if they are suprised, do they use Dexterity. It gives player's a whole new way to get into combat situations, and allows them ways to set up a scenario in which their highest stat is used. Secondly, potions... although i don't use Bonus Actions for people to use Health Potions, whenever they drink a health potion specifically, the healing effects are maxed out, so if you drink a potion of healing which heals 2d4 + 2, you just regain 10 hit points instead of rolling it. I think the main reason people hate using Potions as an Action is because if you drink one and end up only regaining like 3 hit points or something, it will feel like you wasted your action and you wasted the potion, therefore, if a potion always restores the max amount it can restore, people are more willing to use it as an action (In addition to this rule, depending on where a player gets their healing potion from, it can end up restoring more hit points without changing its rarity... like instead of having a potion that restores 10 hit points, you could have one that restores 15 hit points without increasing its price or rarity... it basically just depends on how well the potion was made. In addition to this rule, i do also sometimes use the Bonus Action rule as well, but if you drink a potion as a bonus action you always roll for the amount of hit points restored instead, since you are not drinking it carefully. Even with both these rules in place, my players prefer to use an action to drink a potion because of how much it heals them and how much they can rely on the amount they can regain. Thirdly, material components... for most spells i don't use them, but some spells, especially the ones that consume their components still require the exact component listed. However, there are also "alternative component" rules which allows you to either substitute or add components to spells which then are always consumed... for example, if you use the tentacle of a Displacer Beast to cast a spell like Mirror Image, the tentacle is consumed as a component, but you get a bonus effect on your Mirror Image, where attacks against you also have disadvanateg as long as you have one or more mirror images of yourself. I also often let my player's just harvest the creatures they fight and then give them the oppertunity to make items out of the stuff they harvested (usually, they have to go to a town and present their harvest to someone who can actually make the items, but it is usually always an option). Fourthly, a different rule for critical strikes... when you hit a creature with a critical weapon attack (it has to be a weapon and can not be a spell, cause spell's already use so many more dice for damage), instead of just rolling an extra dice, you get to max out the result of a second die and add the result to the damage... for example... a longsword crit would be 1d8 + 8 + your Strenght modifier instead of 2d8 + your Strength modifier. I mainly added this rule because for martial characters in particular landing a crit and rolling low on the damage always felt really bad. (Flanking also never gives advantage at my tables, but isn't that just an optional rule to begin with ?). Fifthly, certain object interactions are actions, others are bonus actions, and some are free actions. You always get one free object interaction regardless of what the object is, unless i as the GM rule it is too much of an interaction to be done as a free action (which is pretty rare). I also try to give player's optional ways to engage in combat without just whacking stuff, but the rules i introduced for that are not fully refined yet... but i took some inspiration from the Dungeon Coach's "Reckless Action" system, where you can do dangerous and creative stuff but you get a level of exhaustion as a result. Sixthly, i usually use the One D&D Exhaustion System... instead of gaining exhaustion and then having to look at a chart to see what your debuffs are, you just subtract your exhaustion level from your d20 rolls and save DC's. Also exhaustion can reach up to level 10, and your character only dies after they reach an exhaustion level of 11. This actually gives me the ability to use exhaustion way more liberally at my tables as an actual proper debuff that doesnt just make a character useless immediately after just two or three levels. Seventhly, as for spellcaster's and their spells, if a spellcaster is in a relatively safe enviorment, even if they do not have the ability to prepare spells normally, they can exchange their spells on a long rest with enough time. If they are out in the wild and camping then only the prepared casters can do it, but otherwise every spellcaster is able to prepare spells. Also Bards in general are just prepared spellcasters at my table, cause it makes no sense to me why the one spellcaster that casts their spells using performance can't just practice a new song and perform it... In additionm to all these rules, i also have made a bunch of adjustments, changes and buffs to a bunch of classes, subclasses and spells to increase the power level of underpowered stuff, and decrease the power level of some overpowered stuff (Banishment, Conjure Animals, Conjure Woodland Beings, Polymorph and Wall of Force are stupidly powerful spells for what spell level they are... and a big reason why Spellcasters are stronger than Martial characters is because they have access to busted stuff like that... so making it less powerful also lessens the divide between them.)
@glowco.717
@glowco.717 10 ай бұрын
My Dm both uses google slides for our maps, which is hype as hell because it’s easy to make and he’s super creative with it, and also he has a system called cool points. Essentially, when you do something that is creative or cool or make some sort of gambit that works out you have the chance to earn a cool point, which are given out at the end of each session. You can exchange cool points for 100 xp, but nobody ever does because there’s a traveling cool point wizard who sells really hype items in exchange for cool points. Super good way to help motivate us to not go “I use my axe” every turn the same way. I also noticed that it unintentionally also made us less violent in game, because once you think creatively like that there are often ways to avoid the fights we’re intended to do. Our last section of the campaign we had to navigate a feud between two factions that hate eachother, and our Dm fully expected us to end up picking a side because of the situations he put us in, but we kept finding ways out of the combat and it was a ton of fun, even though we didn’t do any combat for like 6 sessions in a row unintentionally. He’s such a great Dm
@oliverchapman4969
@oliverchapman4969 11 ай бұрын
Spencer was correct. The street urchin background gives you a pet mouse as part of your equipment..
@asturias0267
@asturias0267 11 ай бұрын
If more emphasis was placed on the usage of material components then I think you could really enhance exploration and roleplay with them. Say you're in a dungeon and know someone in your party needs a gem for spellcasting, you could try to pry one out of a decorative statue, some wall artwork, or break down jewelry for the gems. Dungeons like ancient temples or haunted mansions would be great places to find stuff like gems, but you can also think of a ton of different spell components and where you could place them for your players to find.
@mattlyon6295
@mattlyon6295 11 ай бұрын
My new favorite rule that I have been using is that I require player characters to use the point buy system but when they reach ASI's they get to both increase their ability scores and get a feat I strongly dislike when my players have drastic differences in stats and some get to take cool unique feats while others need the ASI's just to catch up. I also like the power creep of their stats starting at a max of a +3 modifier and slowly gaining over the course of the campaign as they get more experience adventuring instead of possibly starting with a max stat. And with so many feats to choose from now I love the creativity and uniqueness it gives each character. There is a couple "concerns" that I have thought of (some may not be to you, do what feels best to you) and ill address them now Half feats that include a partial ASI- I like to come up with a small added feature to replace it, for example the shadow touched and fey touched feats get 1 free cantrip that is from the same schools of magic that the feat already requires you to choose from Multiple people in the party choosing the same "strong" feats- if you're not a fan of this because it takes away from the uniqueness or greatly increases the power level of the characters or something, inform them that each feat can only be taken by 1 PC (whether that be permanent or just per ASI level, up to you) Fighters and Rouges getting extra ASI levels- simple, any ASI that isn't from the standard levels (4, 8, 12, 16, 19) the PC chooses 1 or the other as normal
@iHateHandlesGetRidOfThis
@iHateHandlesGetRidOfThis 11 ай бұрын
About equipping weapons, with how often I look up combat rules and what you can do during your actions, i figured it was a basic ruling because of this wording i keep seeing whenever i look it up: "You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack."
@user399878993
@user399878993 11 ай бұрын
I think the janky part of jump rules in 5e is that a foot of jump takes a jump of movement. Since it’s possible to have a jump distance longer than your movement (for example, the spell Jump), you can get stuck in mid-jump at the end of a turn, and finish the jump next turn. Or you can dash in mid-air to finish your jump. Both of which are weird.
@TheLucidChiba
@TheLucidChiba 11 ай бұрын
I find it helps to remember that a turn is only like 6 seconds so you can really only accomplish so much / move so fast in that time.
@ziwuri
@ziwuri 11 ай бұрын
@@TheLucidChiba Imagine how far you'd have to jump for it to take 6 seconds.
@TheLucidChiba
@TheLucidChiba 11 ай бұрын
@@ziwuri lol yeah if it can get odd in some specific situations, although a long jump will usually require a bit of a running start which would take a few seconds up too.
@Peter_Cordes
@Peter_Cordes 11 ай бұрын
Remember that your movement on your turn is what you have time for while doing combat action + bonus, keeping your head on a swivel to maintain 360 degree awareness. Taking the Dash actions means spending more of your 6 seconds just moving (i.e. move your speed again), and/or going faster because you're not trying to fight or cast spells while moving. Unless you're unusually quick like a rogue, then you can do other things while moving and maintaining awareness, with cunning action to dash as a bonus action. Or even as action + bonus, then you are just going as fast as you can except for still defending yourself (applying your dex bonus to AC if you incur any op attacks, and outside your turn), and maintaining 360 degree awareness, not putting your head down and sprinting. If you're doing that, not stopping at the end of your turn, then the chase rules perhaps apply. So it is a bit janky that jumping far (presumably moving quite fast during the air-time) still needs as much of your time / attention on your turn as walking that far. Especially if it was jumping *down* somewhere, although rolling on the landing to take the fall would take time. Being able to fly very fast through the air but still having a Speed of 30 doesn't have an easy narrative explanation. But often there are narrative explanations that aren't too bad, unless you're really breaking the system by stacking the Jump spell with monk Step of the Wind, and for good measure Boots of Striding and Springing, to get long jump of 180 feet horizontally. Then you're getting into silly season. Monk stuff can mean you spend more time in the air, though, since you can also run up walls and Slow Fall, Crouching Tiger, Hidden Dragon style. Without magic, a rogue/barb/fighter with dex/str both 20, second story work (thief), Totem Spirit: Tiger (barbarian, and Remarkable Athlete (champion fighter) can jump 40 feet horizontally after a 5 foot running start (10 feet without the Athlete feat). So you'd need 50 feet of movement, just one dash, for a normal character, which is reasonable until magic triples it a few times. Beast barbarians also get crazy jumping.
@matthewharding584
@matthewharding584 11 ай бұрын
As for the pets, you can technically start with a sidekick so just pick a turtle sidekick, buff the crap out of it with an artificer and name it T.O.D.D. (Turtle of Definite Destruction).
@nsahandler
@nsahandler 10 ай бұрын
My favorite homebrew rule is: "This is a Game" 1) Every player gets ONE PER CAMPAIGN 2) A Wish may be used to restore this ONE TIME. Additional wishes will be denied per DragonBall rules 3) It is not used to do anything stupidly impossible, uncharacteristic, or out of theme AND cannot be used to indirectly or directly damage a target. Description: The Player is allowed to contrive a single string of plausible events into ac scenario that their character must either do or react to in order to achieve a specific goal, and the DM must contrive a set of ACHIEVABLE roles to accompany the scenario. The scenario the player describes can be convoluted, crazy, and badass as necessary - but cannot be impossible given their level AND cannot do direct or indirect damage to any npc. If the scenario requires objects in the players possession to have been prepared, the player may hand-waive any reasonable preparation. If the player succeeds, the scenario plays out exactly as they describe. If the player fails any check, the scenario is described as such and the player takes whatever damage or penalty appropriate given the point in the roll that they failed. Example: "I want to tie myself to a rope while running, throw it to the barbarian, and dive off the cliff to swing and catch the falling princess." Example Roll: Escape Artist or Appropriate Profession, Reflex Save, Barbarian Strength Check, Acrobatics Check, Player Strength Check. Example Fails: Untied Knot, Trip, Fall to Death, Slam into Cliff, Drop the Princess. What this IS used for: "I throw the halfling rogue across the room with all my might to get them from danger." "My bard puts on a full Illenium-tier concert event as a distraction/bait." What this ISN'T used for: "I'd like to do this combo and instantly kill the enemy." "My barbarian dashes across fired arrows to the other side of a 40 ft cliff gap." Basically, this is a single freebie that the players may use to achieve or overcome a single obstacle AND get that "look at me" Hollywood cinematic moment.
@tylereggleton2257
@tylereggleton2257 11 ай бұрын
I actually had donning equipment come up in a major way for the first time recently. My party got ambushed by the bagman (they had it coming, they were investigating people who bought bags from the same dude and then disappeared and they BOUGHT ONE OF THE BAGS even knowing it was the bagman), and all had to sprint to one member's room to fight. I told them if they wanted to grab a single piece of equipment on the way it was a bonus action, but to don everything and get to act with all their gear it would take a full action.
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