narelith
2019-08-15, 09:39 PM
Hello, everyone!
I'd like to get a few comments on some of my houserules for a campaign with two players, a cleric with a fighter dip and a wizard with a rogue dip, using retainers. (One of the players also wants to use some of my houserules for her own campaign, which also centres around three full casters.)
I'd like to know if these seem like sensible houserules that won't break the game -- a modest player advantage is fine, and I like to avoid death but I *love* to expose them to danger.
1. Protection from Energy does not require concentration. A character can only benefit from one instance of Protection from Energy at a time.
Justification: Many comparable or better buffs do not require concentration, and Protection from Energy struggles to compete with other spells at its level even before applying concentration.
2. Inspiration may be used after the roll is made. It allows you to roll three dice and take the best result.
Justification: This is simple. Increase its value and make it more unique. I don't hand it out very often (about once or twice per Long Rest is the intent).
3. If you have Inspiration, you may use it when you fail a death saving throw to instead succeed.
Characters at level 11 or above gain Advantage on death saving throws.
Justification: AoE damage increases at higher levels and characters are in much more danger from dying to it at those levels.
4. Critical hits add twice the attacker’s proficiency bonus to the damage dealt; they do not double the number of dice or static damage.
Justification: Critical hits still have a higher potential damage without being a much greater threat to the player characters overall, particularly where large groups of low-level monsters are concerned.
5. Cantrips never require verbal, somatic or material components.
Justification: This fits the flavour of totally rote magic, fits the campaign, and more importantly, it provides a few options while inside Silence. Silence is already weaker than it used to be, but it's still extremely strong.
Again, it's fine if this creates a modest advantage for full caster PCs; those are the campaigns in which these houserules are used. But are there any overarching balance problems that you, the people of the forum, can spot?
Thank you for reading!
I'd like to get a few comments on some of my houserules for a campaign with two players, a cleric with a fighter dip and a wizard with a rogue dip, using retainers. (One of the players also wants to use some of my houserules for her own campaign, which also centres around three full casters.)
I'd like to know if these seem like sensible houserules that won't break the game -- a modest player advantage is fine, and I like to avoid death but I *love* to expose them to danger.
1. Protection from Energy does not require concentration. A character can only benefit from one instance of Protection from Energy at a time.
Justification: Many comparable or better buffs do not require concentration, and Protection from Energy struggles to compete with other spells at its level even before applying concentration.
2. Inspiration may be used after the roll is made. It allows you to roll three dice and take the best result.
Justification: This is simple. Increase its value and make it more unique. I don't hand it out very often (about once or twice per Long Rest is the intent).
3. If you have Inspiration, you may use it when you fail a death saving throw to instead succeed.
Characters at level 11 or above gain Advantage on death saving throws.
Justification: AoE damage increases at higher levels and characters are in much more danger from dying to it at those levels.
4. Critical hits add twice the attacker’s proficiency bonus to the damage dealt; they do not double the number of dice or static damage.
Justification: Critical hits still have a higher potential damage without being a much greater threat to the player characters overall, particularly where large groups of low-level monsters are concerned.
5. Cantrips never require verbal, somatic or material components.
Justification: This fits the flavour of totally rote magic, fits the campaign, and more importantly, it provides a few options while inside Silence. Silence is already weaker than it used to be, but it's still extremely strong.
Again, it's fine if this creates a modest advantage for full caster PCs; those are the campaigns in which these houserules are used. But are there any overarching balance problems that you, the people of the forum, can spot?
Thank you for reading!