Do you go to the dungeon?

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rules:rejected-house-rules [2019-04-23 23:37] sandrarules:rejected-house-rules [2019-04-23 23:49] (current) sandra
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 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't** use. None of these are RAW; some are DMG options and some are just popular house rules from other groups. But mostly Brian. Mostly Brian's group.+But here are some common house rules that we **don't** use.
  
  
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 |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 insp, and feels like an awkward retcon, it also really messes up the math of the game| |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.|