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49

Honestly the best option here is to talk to your DM. Since it sounds like the rest of your party agrees with you on the matter of the fumble tables, it might help if you had at least one other player to back you up, although probably no more than that to avoid making the DM feel overwhelmed and defensive. Explain that you as players don't find the fumble ...


39

Beauty is in the eye of the beholder I’ve always found that the most difficult problem with appearance stats is that it’s supposed to be one single stat, that applies to all people. Even within the human race, there are people attracted to others that I’d personally find ugly, even repulsive, and people who would find those I am attracted ...


25

Good News! There's actually a template for that in the official rules - see here. That link contains all the information on creating a lycanthrope template for any were-thingy you can think of :) The specific details for a were-rex follow. rule quotes are shown like this specific details will appear below them like this. Creating a Lycanthrope ...


24

No, there is no good balance reason The designers may have imagined there was; it’s conceivable they considered the option of Weapon Finesse as your 1st-level feat (or Weapon Focus, Exotic Weapon Proficiency, Quick Draw, and so on) to be important advantages of full-BAB classes. I tend to believe it was more of an “imagery” thing, though ...


23

By RAW, no. From page 93 of the PHB: though the beast does not take any actions unless you command it to. That much is pretty clear-cut. By RAI, were it my game, I'd probably allow the beast to stand guard and engage with anyone who tries to harm the unconscious body of its master, but it would be under DM control and if I were using morale, that ...


22

I strongly recommend that you urge your DM to ditch fumble and critical tables altogether. It sounds like this will be difficult to do, but you’ll find the game much improved – and, I think, so will he. This is because... Critical and fumble tables have myriad problems The Dungeon Master’s Guide even strongly recommends against them, for good reasons – and ...


22

What you're describing isn't "the DM made up a rule". They didn't make up any rules at all. What you're describing is the fact the DM created some people in the world you're playing in, and decided how they worked. This is basically what the DM is there to do in D&D. Your DM decided they didn't eat human or monkey. Presumably, the DM isn't comfortable ...


21

Some years ago I made just such a system; I've made it work for D&D, RuneQuest 2/3, Pendragon & Ars Magica, so I suppose it is reasonably generic. This is a "pure genetic" system, and does not allow for the effects of environment. The first step is to retrieve - or recreate - the original dice rolls involved in creating the parent characters' ...


18

Yes, it is By level 30 there are all sorts of epic tier powers available to players to regen health, have massive heals, avoid taking damage at all, or basically avoid death once per day. All of these powers are in there to compensate for the deadliness of the creatures that players will face at that point. Contrariwise Different classes (generally by ...


18

The spell needs line of sight to work (PHB, p. 285): You unleash a string of insults laced with subtle enchantments at a creature you can see within range. But that doesn't make sense! The target could still hear your magical mockings, and that's what should matter, right? Well, no, actually. The trick here is that the spell isn't actually making ...


18

The Dungeon Master’s Guide is right to warn you about such houserules. The game was not designed for them in mind, and the game’s math reacts poorly to their introduction. In general, some of the biggest problems are that critical and fumble tables Increase swinginess, which disproportionately punishes PCs because they see many more rolls than does the ...


17

We talked about random initiative in our group a few weeks ago. The DM mostly cited the "I do X because the boss can't act until you are done" kind of thing as a reason. There are, however, a number of drawbacks. Here's what we could see: It makes readied actions a big gamble This is, in my opinion, the biggest sin of importing randomized initiative into ...


16

In general, there aren't any huge reasons why this wouldn't work. Some potential pitfalls: You give a powerful melee weapon to casters - By making a simple melee weapon finesse based, you are encouraging casters to dump Strength and push more points into Dexterity than they already would. Functionally, this would eliminate the need for melee cantrips, and ...


15

Now I don't know what to do. I want to play the game properly Properly means everyone is having fun. If you've got a group that wants to bash heads and fear no pain, why take that away from them? Ultimately it's the GM's call. If the GM thinks the group needs a safety net to have fun, he should keep the rule. If he doesn't, he should drop it. He ...


15

Tradition... tradition!1 This is a process that requires a great deal of trust, as you must trust that the DM isn't out to get you. In a more nomothetic2 setup, the arbiter of reality is easily observable and, by virtue of being relatively immutable, is judged to be impartial. However, it was not always this way3. Groups with a more ideographic tradition ...


13

I've tried to modify my games to use a non-standard leveling system. Basically, it amounted to each character gaining an npc-class level halfway through leveling up, giving them appropriate skills, BaB, and hit dice, but denying them class features until they level up fully, including feats. While it was interesting, it came with three primary flaws. I ...


13

In addition to Doug’s suggestions, I have some more: Unearthed Arcana flaws The option of taking Flaws is presented in Unearthed Arcana. For each flaw a character has (up to two), the character gains an additional feat. In general, this is a great trade every time; you can easily take flaws that do not impact your character much, or match behaviors you ...


13

Adding necromancy spells isn't overpowered in and of itself. If I were you or your DM, I'd write a new terrain type for Land druids or perhaps even make entirely new paradigm for the class. Considering that you are inexperienced, however, I think the easiest thing and the one for the least potential to break your game is to make a new circle for Land ...


12

Extensively use Tome of Battle strikes. The strikes sometimes involve multiple attacks, but often involve a single attack with greatly enhanced properties. This can help greatly. But note that even high-level initiators often still use regular full-attacks: you simply cannot easily replicate the reliability and sheer damage of a full-attack with a single ...


12

Well, that's not only a good house rule, it's a wise one! Most classes that do benefit greatly from Weapon Finesse (Rogues, Monks, some Ranger and Fighter builds and Bards) are actually way over underpowered when compared to full casters like Clerics, Druids and Wizards. Giving those classes a bit of more freedom when picking up feats can help to reduce ...


12

This cannot be balanced The power you suggest would be immense. It would open a wealth of exceedingly powerful options to the already-most-powerful classes. The ability to act more than you are supposed to, à la Quicken, is one of the most powerful abilities in the game – but it falls well short of being able to act when you shouldn’t be able to act ...


11

My Credentials: 3 Years experience as a Player and GM with 4e. Ask for Buy-in Your players (especially the previous DM) have expressed doubts. Everyone was willing to trust the previous DM when he made his houserule, they should likewise extend trust to you in reinstating the default RAW state of 4e. The previous DM was in all likelihood building bad ...


11

In 5th edition, it is as you have said. The animal will only act when commanded. If you're not conscious to give a command, it won't act to defend you. Since you asked about previous editions... In 3.5e, you command your Animal Companion by using the Animal Handling skill as a free action. Some of the Tricks that a trained Companion can perform are: ...


11

A rogue special ability is fair Rogue special abilities are about equivalent to a feat (and, in fact, the feat option is one of the best of the options presented), and Improved Uncanny Dodge is something you generally can’t get as a feat.1 Improved Uncanny Dodge definitely would not be a strong feat, but far weaker feats exist, and many of the rogue special ...


10

Don't get rid of attack cantrips. They are there for a reason, and removing them will actually do exactly the opposite of what you're aiming for. So here's the thing. A wizard, even a L17 or so wizard (at 18 they get the ability to cast 2 L1 spells at will), has a limited number of spells every day right? This means that a wizard has to balance using out of ...


10

I've not seen any rules for lost limbs in 5e. It looks like you'll have to house-rule stuff for this. Both of those solutions can help off-set this Drow's disability, but missing an arm is a big deal. There are a lot of effects that losing an arm could have. What could it mean for skill checks (rock climbing 1-handed? Good luck!). Bows? Never again. ...


10

Combine approaches and extras to create different narrative justifications for powered and unpowered actions. Because of the limitations of approaches this probably won't be really viable for a long-form campaign story lasting months-worth of sessions. Still, if you're going to be playing shorter games (a month per campaign, tops) this is an elegant option. ...


10

This doesn't actually affect the balance of the game that much, certainly not enough to require that enemy monsters be modified to match. What this does affect, however, is how you distribute your stats. If you can have a 16 in your main attack stat, you will, almost guaranteed, no matter your class. There's just no really good reason not to do so, if it ...


10

If your DM is allowing you to fumble on a natural roll of 1 but still forcing you to confirm critical threats, then he is doing it wrong. Typically, if critical hits require two rolls (one to threaten, and another to confirm) then so do critical misses or fumbles. In fact, the 3.5 DMG itself suggests a DC10 Dexterity check to confirm a fumble triggered by a ...


9

There are two ways to deal with this that I have experience with. Which is better depends on your situation, but both are workable. Ask for a list of houserules. For me personally, I have a really big problem playing in a system where I can't know all of the rules up front. If I'm playing in a game where there are significant house rules, then I'd ask ...



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