I have been playing Dungeons and Dragons 5th Edition since the play test. I've loved almost every aspect of the system and how they implemented new options. By doing the play testing in the Unearthed Arcana articles it is just wetting our appetites as fans of the game. Plus the fact they aren't releasing tons of books at an alarming rate it making it more digestible. The one concern I do have though is the open gaming license and DM's Guild seems to be over saturating the 3rd party market. Ultimately though Wizards of the Coast is doing things right.Read More
Lately with the release of the new Dungeon Master's Guide it seems like the talk of house rules has come up a lot more. Personally I do try to run my games by the book but some games are more fun with some minor changes here and there. For instance Lloyd of the Tabletop RPG One Shot group on Facebook began asking about initiative the other day. This has started a whole conversation about this and how other games handle it. 5e even has some variant rules for it in the DMG.
Some things I have thought about house ruling personally are critical hits and critical fails. We have talked about creating our own tables for our games to help with this in future games. If I do this you better believe I will have them up for download here on the website too. What sort of things would be on this? Well I would probably have things like max damage is dealt on a critical hit. Other things might be disadvantage for that enemy in the next round. Obviously this is using 5e's system too. Then critical fails could be things like slipping and hurting self. Could also break your weapon on a critical fail.
Some other common things to house rule are things like downtime activities. Personally I will always allow my players to learn more skills if that is how they choose to spend their downtime. I am also only going to allow multi-classing based on backstories before a game, and downtime studies.
I try to make it possible for my players to make the concept they want. If I have to bend some rules for that then so be it sometimes. If I feel like the concept is just for power gaming reasons and them taking advantage of how flexible I am though I will not allow it. Sometimes I just won't allow things based on principle alone.
There are a lot of things that can be house ruled to make a game more fun. So with this blog post I would love to hear more about your thoughts on house rules. Leave a comment below please.
Wizards of the Coast has been giving us previews of the books before released and this time they gave us a preview of the Dungeon Master Guide with an excerpt of Downtime Activities. It is only one page but on it you can get a glimpse into building a stronghold, carousing, and the intro to crafting a magic item.
The first thing covered under Other Downtime Activities is Building a Stronghold. Personally I have never had an opportunity in a game to build a stronghold or even have players that chose to build a stronghold. It has always been interesting to me as a DM because it would open up all new types of sessions. Some of the things you can buy are extremely expensive and I am not sure how the players would come up with all of that money. Either way I am glad this was included and I am looking forward to one day either doing this as a player or having a player do this in one of my games.
Then there is the Carousing section which is actually quite favorable it seems. You have a 60% chance of making a profit from the random table. The premise behind the carousing section is your player partakes in parties, gambling, and/or heavy drinking. Once again though this section offers the DM good seeds for campaigns. Not sure if anyone in my current campaigns would be willing to try out a carousing type of character. Still though this is pretty good.
What would a Dungeon Master Guide be without Crafting a Magic Item rules? We only get a short glimpse into the intro but it does remind everyone that it is up to the DM what is and isn’t allowed. Players will need to get approval for their crafting of magic items. That is how it should be though. One problem I have always had with magic items is if everyone can craft them then they become common. What fun is it if magic items are common? Personally not a fan of magic items on every corner. It makes them not magical for me. Still glad they give us these rules even if I won’t be using these and will only let a player use them sparingly.
There you have it the Dungeon Master Guide Downtime excerpt covered in my personal opinion. Really excited to get this book. Dungeons and Dragons Fifth Edition is shaping up to be my favorite game to run and play. As someone who runs the game frequently this is a must have for me. If you run a lot of D&D5e then you should consider picking it up too. Remember on Amazon you can get it for a huge discount at $30 so click the Amazon link and order yours today.