Hipsters & Dragons

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Category: House Rules (Page 2 of 3)

Dodge & Disengage: Do They Need Tweaking?

Few players at my table ever remember to use the Disengage and Dodge actions, which is probably why it’s taken me about four years to realise they are way too powerful. Or, at the very least, they are immersion breaking. I can get on board with someone managing to extricate themselves from a fight by […]

Not The Dreaded DC 15…

On page 174 of the Player’s Handbook there’s a table of Difficulty Classes for ability checks that goes a little something like this… DIFFICULTY CLASSES (PLAYER’S HANDBOOK) As you can see, to succeed on a Medium difficulty skill check you need to roll a 15. What’s my problem with that? It’s way too difficult, that’s […]

Drinking a Healing Potion in Combat (New Rule)

I was watching this video, by the excellent Dungeon Dudes, when I realised there is an issue on my table that hasn’t been resolved satisfactorily to my mind. That of drinking a healing potion in combat. The official rules state that drinking a healing potion requires an action. But when you consider that this means […]

Circle of the Moon Druid. The Unlikely Tank.

One thing I like about 5th edition Dungeons & Dragons, as opposed to the 1st and 2nd edition D&D of my youth, is how the designers have broadened the depiction of classic classes to make them far more interesting. A paladin is longer bound to be a pompous holy warrior, clerics can be much more […]

Make Weapons Great Again: New 5e Weapon Properties

Ever felt frustrated that your choice of weapon means next to nothing in 5th edition Dungeon & Dragons? There’s literally no mechanical difference between wielding a battleaxe or a longsword for example, and only nominal differences between handaxes, maces, spears, quarterstaffs, shortswords and scimitars – despite how different those weapons are in real life. In […]

How To Run a Chase in 5e D&D…. Step by Step Rules!

Is it just me, or do chases not really work in 5th edition Dungeons & Dragons? Mapping a chase out as an extension of combat quickly turns into a farce, as either the fleeing party is faster and the pursuer has zero chance of catching up, or the pursuer is the same speed or faster, […]

Call Lightning is Really Boring… Here’s How To Fix It!

My second ever 5e character was a tempest cleric called Jaxx Storm. Safely floating to shore in a barrel as a baby, after his boat was shipwrecked, he believed himself to be the son of Shaundakul, and had an attitude to match his (self-declared) demi-god status. I had a lot of fun playing him, as […]

Great Weapon Master Feat… OP’ed or not?

There are three feats that the vast majority of Dungeon Masters consider broken, according to this survey by Think DM. One of them is Lucky, the only feat to get banned on my table and one which I discussed previously on this blog (and which in turn generated scores of conflicting comments, with many people […]

Do Paladins’ Auras of Protection Stack?

Yes, but they definitely shouldn’t. Aura of protection is hardly 5e D&D’s most glamorous ability, but gameplay shows it be one of the most powerful tools in the game (….as if the paladin doesn’t have enough of those already, with the insanely overpowered (IMHO) divine smite and lay on hands). One aura of protection already […]

Hypnotic Pattern is Broken. Here’s How You Fix It!

So you’ve been playing some Dungeons and Dragons and one of your PCs keeps deciding the encounters before they’ve even started by pulling out a glowing stick from their components pouch and weaving the 3rd level illusion hypnotic pattern. Suddenly half the bad guys are standing limp-limbed and drooling on the battlefield, completely helpless as […]

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