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Category: House Rules (Page 2 of 5)

Exhaustion for Death, Devilry and Derring-Do

Not so long ago I quoted exhaustion as being one of the 15 reasons I love 5th edition Dungeons & Dragons. Given the often deranged mental gymnastics we have to do to make hit points make sense, it’s great to have a second, separate mechanic that measures life force, and moreover one that – unlike […]

Temple Rituals: An Alternative to High Priests

You know the scene. The corpse of the hero lies lifeless on a cold temple slab, his pale flesh lit by flickering orange candlelight. Meanwhile, the fate of the known world lies in the hands of the priests whose orations to their god represent the only chance to bring this chosen warrior back into the […]

Dual Wielding: An Elegant & Balanced Solution

The Dungeon Coach is one of the best D&D 5e homebrewers out there, in my opinion, and in this video he talks about the inferior damage output of two weapon fighting (aka dual-wielding) in 5e, vs. two-handed weapon fighters, and why he feels that’s unfair. After all, both these offensive styles require using both hands […]

Confessions of a Rogue: I Hate Sneak Attack!

It took me all of five seconds to pile in on various feats and class abilities I felt were too deadly when I first started this blog in 2016… but it’s taken me five years to tackle 5th edition’s most commonly-occurring damage spike: sneak attack. The reason being, of course, that when it comes to […]

There’s A Missing Condition in 5e….

…at least in my eyes. I’ve had the vague feeling about this for a while, but it became concrete after a session I DM’ed led to two characters being stunned by the psychic screech of a deep scion (from Volo’s Guide to Monsters). Deep scions are one of the coolest monsters from Volo’s Guide, in […]

Exceptional Weapons (from 2nd to 5th edition!)

There was a mechanic I loved from 2nd edition that concerned ‘Weapon Quality’ and it was introduced in the Complete Fighter’s Handbook, a wonderful splat book that had rules for every martial aspect of the game from weapon specialisation and combat maneuvers (possibly giving rise to 5e’s Battle Master maneuvers) to warrior ‘kits’ that look […]

The Polearm Master Feat is Crazy Good!

The halberd, glaive and pike: the legendary choice of arms used by heroes such as… erm…. wait…. no, just hang on a minute…. let me think… Ok, nobody. I can remember, even decades ago, looking at the weapons table of my 2nd edition Player’s Handbook and thinking: “What’s the point of these ugly, impractical weapons […]

Blade Ward: The Remix(es)

Hey guys, so I want to introduce a new “REMIXED” series of posts, which may or may not become a regular feature of this blog. The idea is to take a look at spells and abilities that, as players, we want to like and take, but they just don’t stack up next to comparable options. […]

The Shield Master Feat: Bossing It!

I absolutely love the Shield Master feat… it offers a great boost to both offense and defense, with plenty of cool flavour and some nice tactical flexibility. A quick flick in the Player’s Handbook reveals the following: You use shields not just for protection but also for offense. You gain the following benefits while you […]

Size Matters: Let’s Buff The Big Fellas

One thing that has bothered me, almost since day 1 of playing 5th edition Dungeons & Dragons, is how little size matters in combat, and how the prodigious Strength of monsters such as ogres, trolls and dragons is barely reflected in the game’s mechanics. Now, I get that D&D is a fantasy game, in which […]

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