The following are various “house rule” options that B.F. Griffith has either already successfully implemented in past games and knows from experience that many players will tend to have fun with (or at least find unobjectionable/intriguing enough to try out), or which he is seriously contemplating playtesting in at least some future campaign setting subgenres with appropriately complementary thematic&tonal milieux: assuming, of course, that enough players who happen to share his tastes are amenable to experimenting with them!
NOTE: Any mechanics not specified or amended in these house rules can obviously be assumed to default to 5ₑ D&D officially published “rules as written”+errata in addition to any relevant “Sage Advice” or Jeremy Crawford Tweeted “rules as intended” clarifications…
In summary, most of these optional house rules are NOT intended to catastrophically unbalance or stray too drastically far away from RAW+RAI “default” 5ₑ D&D mechanics that most experienced players will most likely already be familiar with.
Ultimately, the more complicated prospective “house rules” tacked onto any already far from “rules light” ttRPG such as D&D are allowed to become, the less likely those rules arguably are to be much fun or convenient to practically remember or implement, particularly if they go too far beyond additional character options chosen to be played by a single invested PC and kept in mind by the DM or customized monsters or magical items, which are by far the least mechanically difficult forms of homebrew. Consequently, these more general “house rules” are all meant to be relatively simple and straightforward prospective adjustments which don’t stray too far from the core mechanics they’re based on…
To the extent these rules adjustments share any generalizable “theme” or guiding philosophy, however, it is that 5ₑ D&D arguably tends to be both “too easy” on increasingly superpowered PCs as well as oddly fiddly or needlessly imbalanced in some areas of moderate complexity which could perhaps be streamlined or slightly adjusted in order to make 5ₑ D&D do things that it already seems to be intentionally “trying” to do “work better” or more satisfyingly, in this author’s humble idiosyncratic opinion, of course. That said, the goal here is actually a middle ground wherein PCs are actually more powerful or have some popular additional capabilities in some ways, but coupled with a playstyle in which “permadeath” of characters even at higher levels remains a very real risk and potentially deadly encounters are much less rare than they seem to be at many modern D&D tables, while nonetheless not fully returning to “death-funnel” unflinchingly brutal as well as often capriciously lethal OSR mechanics based on earlier editions of D&D.
Anyway, with that explanatory disclaimer out of the way, please do feel free to use these rules in your own games in any way you wish (so long as you don’t plagiarize any of their unique wording or specific creative expressions in any profit seeking publication without permission); additionally, B.F. Griffith eagerly welcomes any constructive suggestions for how these rules might potentially be improved or feedback regarding any perhaps unanticipated problematic mechanical interactions they might have with existing rules which might warrant reconsideration!
B.F. Griffith personally prefers the “point-buy” system detailed on the 2014 Player’s Handbook page 13 (rather than rolling) for Ability-Score generation (before applying traditional racial-modifiers or otherwise customizing your Ability-Score increases or creating a “Custom Lineage” per Tasha’s Cauldron of Everything pages 7→8)… This preference is mostly for reasons of both fairness and balance/consistency according to the central 5ₑ D&D philosophy of “bounded-accuracy” as well as empowering experienced players who do enjoy optimization with more predictable control over their character builds…
However, the usual point-buy options could easily be expanded to allow selections beyond Ability Scores of 15 (such as the following rules which go beyond the “standard array” option or alternative point-buy system presented in the Player’s Handbook), by spending (out of the usual 27 starting points for ability-score buying):
This house-rule is designed to be fully consistent with point-buy of Ability Scores using the standard 27 starting points being accomplished before applying racial-modifiers, as usual, and assuming that no scores lower than 8 are allowed unless players really want to min-max with some semi-disabled characters in some aspects, in which case a DM amenable to this might consider the following extension table below, which could grant players more than 27 starting points IF they choose to take some Ability Scores even lower than 8 as a trade-off.
An additional advantage of point-buy is that, without any need for secure digital rolling, it allows players to more easily discuss and plan their characters in advance of session-zero/one rather than having to entirely “roll-up” characters “on the spot” at the table (ideally, this should allow more valuable uses of time in-person/session-zero for planning party bonds, more detailed backstories, tweaking party “balance” or particular areas of PC expertise to spotlight, discussing“hard” or “soft” limits regarding content featured in detail or only included to a more limited or “veiled” (i.e. “off camera” rather than described or dwelled on in detail) degree throughout the campaign, preferred house-rules, thematic subgenre specifics or content-focus expectations, preferred “pillars of play” to emphasize most, tone or setting milieu, etc.). If you enjoy rolling ability-scores, you do you, but point-buy is just as easy a mechanic as well as much more balanced, and anyone who doesn’t want to bother with it can even more easily take the standard-array.
The term “min-max” regrettably has acquired a bit of a “bad name” these days among people who understandably don’t enjoy some of the more toxic expressions of “powergaming” behaviors or obnoxious “rules lawyers” looking for overpowered loopholes or cheesy gimmicks to exploit rather than optimizing more thematically in ways much more friendly to playing with story focused roleplayers… As these expanded point-buy house rules emphasize, however, “min-max” optimization can often be just as much about interesting and fun to roleplay weaknesses requiring party collaboration to compensate for as it is about maximizing narrowly overpowered ability specializations which actually leave plenty of narrative “spotlight” for other allied characters to shine because serious weaknesses naturally discourage “Mary Sue” or “main character” syndrome in a ttRPG that is meant to be collaborative. If you’ve never played a character with any worse than a -1 penalty to any ability or you rarely roleplay characters with any serious flaws at all, then perhaps you might consider trying it sometime? (and you don’t necessarily need to randomly happen to roll poorly without dropping lowest in order to more deliberately use the following augmented point-buy mechanics to facilitate these sorts of ttRPG experiences…) 🙃
Score | Modifier | Point-Value |
---|---|---|
3 | -4 | +3 |
4 | -3 | +2 |
5 | -3 | +2 |
6 | -2 | +1 |
7 | -2 | +1 |
A Critical-Hit scores double the damage-dice, plus any usual modifiers applied once, as per usual 5eRAW, but one of the additional damage-dice rolled is automatically treated as the maximum result of that die-type; however, this also applies to enemies and monsters when they score a critical-hit on PCs, of course! For example, if you critical-hit with a weapon or ranged-attack spell that normally does 2d6 points of damage, a critical-hit under this house-rule would do: 3d6+6+any-usual-mods points of damage (whereas a critical-hit with a 1d8 damage weapon would do 8+1d8+any-usual-mods damage).
This way, critical-hits almost always satisfyingly result in greater than normal max-roll damage instead of rolling snake-eyes🎲🎲 (though, of course, the danger is that enemies also gain this benefit to their critical-hits — so it makes critical-hits guaranteed to be more eventful, whether dishing out or receiving, but still less extreme and less “swingy” than either maximizing or doubling the entirety of the damage would be). ⚖️
Alternatively, while it is even less “swingy” and even more reliably deadly, many tables seeking higher than average critical-hits may prefer the simplicity of simply rolling as with a normal hit but then adding the maximum dice result of a normal hit along with any usual modifiers. For example, if you critical-hit with a weapon or ranged-attack spell that normally does 2d6 points of damage, a critical-hit under this simplified version of the house-rule would do: 12+2d6+any-usual-mods points of damage. 🩸
(tougher and at least slightly more “realistic” healing rules than 5eRAW default, but arguably still plenty “heroic” for fast-paced fantastical adventures — especially in settings retaining ample 5ₑ D&D magical-healing options/features and generally not deviating too far from RAW “bounded-accuracy” mechanics…)
Character death should arguably be much a more harrowing&dramatic prospect in Tabletop-RPGs than the mere “minor inconvenience” of relatively affordable spell components that it can too often become when many adventuring parties with access to healing magic reach a certain level…
(an attempt at significantly tougher and relatively much more “realistic” healing rules plus “lingering” injuries that deviate much further from the 5ₑ RAW default, mostly inspired by Starfinder as well as older “classic” editions of D&D mechanics and the “Old School Renaissance” movement revamping and reorganizing them — yet still arguably remaining adequately “heroic” and “playable” within otherwise mostly traditional 5ₑ D&D mechanics, especially in settings retaining ample “rules as written” magical-healing options/features available to PCs; however, these rules certainly should increase impetus for PCs to more frequently seek extended “downtime” recovery interludes and tactical-retreats, or else they will significantly increase the lethality risks of multiple prolonged combats over time using these rules whenever extended respite is not possible!)
It requires no extensive justification, I hope, to state that there are both more as well as less “crunchy” rule-systems available in various tabletop-RPGs compared to the “medium” complexity of D&D, and that “hit-points” have always been somewhat of an abstraction, with specific or crippling injuries being rare in D&D rules, characters generally fighting with maximal effectiveness right to the brink of unconsciousness and risking death, and thus “hit-points” often largely conceptualized as mounting-exhaustion from desperate parries or dodges or glancing blows wearing a character down a certain number of times before a fatal mistake finally leads to a potentially lethal hit actually fully landing.
These house-rules would thus leave “Stamina-points” to fill that more traditional role remaining more easily recovered between fights by rolling hit-dice ⟦reflavored as “Stamina-dice”⟧, whereas “hit-points” could then instead serve a more realistically simulationist role to somewhat represent lingering injuries or major physical impairments resulting from more desperate combats (as well as ensuring that magic which quickly heals wounds by restoring hit-points would not so easily restore one’s élan, morale, or “endurance” through sustained combat — as represented by “Stamina-points” — or vice versa…). This system also arguably allows for more realistic “rest&recovery” as well as “natural healing” mechanics by separating these more distinctly, while still allowing traditional magical means of more rapid healing in dire circumstances to occur in a more limited capacity.
If you have a positive Intelligence-modifier of at least +2, you can take ½ of your Intelligence-modifier (rounded-down) of extra Languages that you can speak, read, and write — or tool-proficiencies (i.e. up to two extra languages or tools with the maximum 20 Intelligence-score and a +5 Intelligence-modifier). This house-rule is an attempt to somewhat better balance Intelligence against the more commonly useful benefits of other primary Ability Scores such as Dexterity or Wisdom or Charisma.
Consider allowing Warlocks with Intelligence as their casting stat in cases where the DM and player agree this can be appropriately flavored with the Warlock’s Patron of choice. If this house-rule is allowed, the class description and functionalities should work as written with any Warlock related mention of Charisma in class mechanics substituting Intelligence and Intelligence modifier instead.
A character can drink a potion as a bonus-action or as an action, however, it still requires an action to feed a potion to another creature — and, in either case, requires at least one free hand in addition to consuming the one free “interact with object” action typically available per turn (PHB page 190), which is required to draw the potion forth from where it was accessibly carried and get it ready to drink or feed to someone (with a couple fingers of a second hand or one’s teeth or thumb assumed to be sufficient to unstopper a potion in most cases). Also remember: for the purposes of gaining a free-hand if necessary to use the one free “interaction with object” per turn plus either an action or bonus-action for potion use, dropping anything that a character may be holding in one or both hands in order to free one up is a “free” action, and most “two-handed” weapons can arguably be temporarily held in one hand while not in use for active wielding which requires both hands.
However, in order to add a bit more dramatic risk to this common house-rule (which both speeds up combat and enhances everyone’s fun by preventing players from having to so often “waste” entire turns drinking potions), it could be ruled that drinking a potion as a bonus-action or feeding one to someone as an action, in addition to any other similar object interaction that the DM deems may put a character momentarily “off-guard” during combat (such as loading a weapon with that property, interacting with any relatively complex mechanism beyond operating a mere single switch/lever, handle, or knob, etc.), might provoke a reaction “attack-of-opportunity” from any adjacent hostile creatures within mêlée-attack-range in addition to perhaps granting advantage on attacks against that character until the start of their next turn, at the DM’s discretion!
Warlocks should arguably automatically get all the “Patron Spells” listed for their selected Patron as spells known when they reach the indicated Warlock levels, and this house-rule would further specify that these “Patron spells” do not compete with or count against the normal numbers of Warlock “spells known” that must be selected from the Warlock list. Thus, they don’t have to choose between either Patron Spells or learning more typical/generic Warlock spells, they just get their “Patron spells” at each designated level (similarly to Paladin or Cleric Oath/Domain spells). Warlocks have few enough spells they can cast in a day that this is arguably harmless enough to game balance unless your games tend to have far more short rests and daily combats than usual. Anyway, Warlocks would become arguably become significantly more fun and versatile spellcasters with this house-rule, plus it ensures that PCs can connect a lot more easily with the flavor of their “patron” when granted this boon to augment their magical options.