Monday, September 11, 2017

[CRIT] D&D 5e Redux

Last Updated 9/20/17
Like I said back in my original D&D 5e House Rules post, I don’t use house rules much anymore, just a couple here and there to sand off those rough edges. I’ve come to believe that having a massive host of house rules means one of two things: you’re either using the wrong system for the game you want to play, or you don’t know how to effectively utilize the system you’re playing.
So here’s a pared-down list of the house rules I use when playing D&D 5e. I may toss a few more back on here if I find myself reverting to them often enough!

Ability Score Generation

Roll 4d6 and drop the lowest. Do this six times. Arrange the scores to taste. If you want to reroll one score, you have to reroll them all.

Attacks of Opportunity

Attacks of opportunity only occur when a creature who has been targeted or targeted another creature with a melee weapon attack spends movement without using the Disengage action.

Cover

There is no differentiation between types of cover; you have it, or you don’t. Ranged attacks against you have disadvantage. You have advantage on Dexterity saving throws.
If you are using a creature as cover, ranged attacks that would target you target your cover instead.

Equipment

You are always considered to be carrying the tools you are proficient with, besides Vehicles (Land) and Vehicles (Sea). You are also always considered to be carrying an appropriate focus for your class.
You start with a kit of your choice. When you take a long rest in a civilized area, you can either choose a different kit, or refill your current selection.
When you attempt to perform a task related to the type of kit that you have, you add your proficiency bonus to that task (for example, consecrating a shrine while you have a priest’s kit selected).

Initiative

At the beginning of each round of combat, each player makes an initiative roll against a DC set by the lowest Dexterity score in the opposing party. Characters who succeed go before the NPCs, while players who fail go afterwards.

Spell Points

Use the spell points variant on DMG 288.

Vision

Playable races that have darkvision also have sunlight sensitivity unless they forego their darkvision at character creation.