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48

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

How do I tell the players "This house rule sucks and we shouldn't do it anymore?" That's exactly how you do it! Say, "This house rule sucks and I think we shouldn't do it anymore." If they object, well... then they don't mind the paperwork. If they agree, then you don't have a problem. Either way they don't feel cheated, because they're part of ...


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 ...


22

These are bascially listed in order from “smallest and easiest” to “biggest and hardest.” Step One: Eliminate the lost spellcasting level at 3rd There’s literally no reason for it. At the time, it may have been believed that there were advantages to spontaneous casting that demanded it as a balancing factor, or, as rumored, Monte Cook may have just hated ...


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 ...


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' ...


20

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 ...


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

Abstractions Before you tweak the combat system, make sure you understand how its abstraction works. A single attack roll is not necessarily a single swipe of a character's sword. Rather, it represents your character trying hard to kill his opponent for the round. It could be a single slash, or it could be a lengthy clash of steel-on-steel coupled with ...


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

Fate Worlds: Kriegszeppelin Valkyrie You might find what you want in Fate Worlds Vol.1, specifically "Kriegszeppelin Valkyrie" (KV). It is a mod/campaign where PCs are WWI pilots. Their planes are stationed on a giant flying aircraft carrier, the eponym Kriegszeppelin Valkyrie. Change "planes" to fighters and "flying aircraft carrier" to "capital ship", and ...


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 ...


12

One, most tables really hate this kind of thing These kinds of effects tend to ruin, or severely sidetrack, campaigns, to the point that the rampaging character makes it impossible to actually make any kind of progress. Make absolutely certain that every single player in the game is on board with this. It is not enough, in this case, to just check with the ...


12

Slower Progression, But More Spell Slots Sorcerers get two more spell slots per level than Wizards do. The tradeoff is that they go up the spell levels a bit more slowly (exactly one level later). Is that trade worth it? If you don't think so, you can switch it around and it won't make a big difference. Wizards also get bonus feats that Sorcerers don't get, ...


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

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

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 ...


11

The best design is to minimize the impact of “setness” Sets are a neat idea, but ultimately you run into real design problems if their full power depends much at all on having multiple items in the set. You want flavor and fun from the set bonuses more than you want power. Ideally, each item on its own is, or very nearly is, worth its cost, and ...


11

Kelgore's Firebolt - No The material component for Kelgore's Firebolt is "a handful of ashes", and the spell effect says that it "conjures a shard of red-hot rock." So no, there is no RAW way to substitute your own pebble in there and have it work. Spells only do what they say they do, and the spell says quite clearly that it conjures a red-hot pebble. It ...


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 ...


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

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

Give them something better. If you're removing the rule because it's not worth it, why not just replace it with something that is worth it? That way they won't feel cheated. Like, every two levels, pick an ability score. Roll 3d6, and if it's higher than your current score, it goes up by one. Lets you improve your crappy scores, but prevents you from ...



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