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A handful of minor house rules for Fifth Edition Dungeons and Dragons

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but-when-i-do-i-play-advanced-dungeons-dragonsThe joke is that this newly released updated edition of the worlds first and foremost role playing game is the one we will die playing. Like any good joke there is some truth and longing in it as well. I wish we could have one version that continued to grow and evolve over the years (at a sedate pace, mind you) rather than the abrupt and jarring breaks of the past three ‘editions’ of Dungeons and Dragons. This Fifth edition seems to be the one capable of doing that, if it is even a desire or plan of the publishers of the game, which I know not.

Irregardless, while so far this edition is proving to live up to the qualities it aimed to attain, there is always room for, and a need for minor tweaks or improvements to the rules to better mesh with the playstyles of each individual group of players. Thus are house rules created, and below is a list of rules we have adopted for our game group.

1. Critical hit and miss tables – These have been published previously on the blog –LINK–. Fifth edition codifies the idea of critical hit and misses, by giving double damage on a 20, and always hit, and making a natural 1 always miss. That of course does not go far enough. My tables, written around 1983-84, when I was twelve, involve much more gory, embarrassing, and weird affects and were voted into use by due process over the course of many games, many editions, before being finally settled upon once and for all. Any rumours that I may have ‘skewed’ the results of the vote are pure hearsay.The dm gets one vote, and the players get one vote as a group. Ties go to the dm. Perfectly fair process. Moving on…

2. Natural 2 – I have coined a phrase – “natural 2, the only roll worse than a natural 1.” The reason being that a player will still probably miss if they roll a 2, but it lacks any of the pizzazz of a critical fail. So I have a house rule, even less official than the critical hit and miss tables, that on a natural 2, if they miss, they still have humiliating, embarrassing, or weird things happen to their character, just without any actual game mechanical affects. This rule is adamantly opposed by the players (and what player wouldnt jus thate the whole idea of it) so I have to slip it in subtly. One method is to use a natural 2 as a doorway to getting the character to give into the characters flaw, which is a new personality trait in this edition.

3. Skeletons resist piercing and slashing damage.

4. Inspiration point – These can be used to re-roll any roll, rather than to grant advantage or whatever the official rule may be. Why not? Stop being so uptight about things. Also the bard can store a second inspiration point on occasions, but in that case “he is like a race car with its engine running in the red.” Or at least that is what happened the other night.

5. Mounts – If a land vehicle is a horse, then is a water vehicle a hippopotamus? Yes.

6. Hit points – Characters roll for HP at each level but if they roll poorly they may take 1/2 the maximum die roll instead. It’s more or less what everyone did anyway.

7. No multi classing. I have no explanation for this other than a certain “swordlock” who will remain unnamed. It would have been a TPK, it should have been a TPK, and dammit it WAS a TPK, I don’t care what that “survivalist” says.

This is an evolving document, both because I might have forgotten some rules, and because more may come along as the final two core rulebooks are released (and beyond!) and because our temperament may change over time. When I began this article I thought there would be more, but instead we get short and sweet.



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