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rules:rejected-house-rules [2019-04-23 23:25] – created sandra | rules:rejected-house-rules [2019-04-23 23:49] (current) – sandra | ||
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====== Rejected House Rules ====== | ====== 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. | + | 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' | + | But here are some common house rules that we **don' |
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|Flanking|Too easy way to get advantage w/o minis| | |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| | |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 | + | |Spending insp for a second die //after// the first rolled failed|Not only does this remove a lot of the tension and interest around |
- | + | |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 " |