Rejected House Rules
We started with the simple 32 page booklet in the Starter Set but over the years we've come to use a lot of house rules and DM options.
But here are some common house rules that we don't use.
Rule | Reason for rejection |
---|---|
Playing with miniatures | Confuses your LSD-addled DM to believe that the characters are ant sized |
Point buy for stats | DM gotten tired of point buy fiddliness & sameyness in other systems |
Flanking | Too easy way to get advantage w/o minis |
Climbing with Acrobatics | I used to work as an acrobat when I was a teenager, and I danced contact impro in my 20s. I could never climb a wall, I was too weak. Climbing uses strength; acrobatics uses balance |
Spending insp for a second die after the first rolled failed | Not only does this remove a lot of the tension and interest around insp, and feels like an awkward retcon, it also really messes up the math of the game |
Fumbles on natural 1 | Really punishes multiple attacks |
Semantics on various dice results (such as a 4 being worse than a 5 even though both were misses) | Removes too much of your character skill (becomes less about the +mod and more about the die itself) and makes the outcomes too chaotic and "swingy". A hit is a hit and a miss is a miss. Simple as that. |