Homebrew Rules

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I have had a lot of conversations over the years with colleagues about what “homebrew” rules (i.e., non-canonical rules that are typically group specific) that make game play better. Beyond that, I’ve played in my fair share of “pick-up” games and “drop-in’s” where people have implemented all kinds of crazy and off-the-wall house rules. My intention is to discuss some generalities I believe to be important when deciding to break cannon with rules as well as some case studies of what has worked and what hasn’t.

First off, the entire point of any game (especially table top dice games) is fun. Always access whether or not your new rule or changed rule is somehow moving the game in the direction of more fun for everyone. Below is a list of ways to achieve this goal with your rules in general terms:

 

  • More dice rolling = more fun. I can’t remember where I read this advice online, but it is so true. The more dice your players get to roll, the better. This is why I like the expertise dice in D&D 5.0; you get to roll more dice.
  • Lottery rewards = fun. Remember that dopamine response for rewards is exponentially higher if there is only a slim chance for getting the reward. Like gambling, if there is only a slim chance of getting a mega-reward, players will team with excitement every time they get a chance to roll for it.
  • Punishing rules = less fun. There is inevitably a need to “punish” bad decisions in D&D. However, you should minimize the amount this happens. I think opting for “enough rope to hang yourself” using natural consequences is better than heavy handed punishment. For example, I was in a group once where a roll of natural 1 on an attack meant that you somehow injured yourself with the attack or shot your ally (if ranged). This was super-no-fun for two reasons: first it was punishment for something out of the players’ control and second…
    • Statistics matter! Natural 1 rolls are the embodiment of this. According to the rules, a natural 1 on an attack equals a failed attack. That is a decent punishment for something out of the players’ control. When you tag on extra consequences, ask yourself: do they statically make sense? Would any trained fighter hit himself with his sword 1/20 times he swung it? Probably not. For this reason, I recommend against “critical failures”. Even if it is statistically viable (like rolling a 1 to attack and then a subsequent 1 to “verify” the failure, or 1/400 chance), you are still punishing the player for something they don’t have control over. Weigh whether these types of house rules are necessary, especially if they don’t enhance the fun. The same goes for rewards. Make sure you don’t have a “Christmas” campaign.

Extra effects are fun. Here are a few in my campaigns that I’ve found to be very successful:

  • The Exploding 20. An “exploding” 20 means that for any check (combat, skill, etc.) that requires a d20 roll, the result of a natural 20 merits a subsequent d20 roll with the sum of the rolls added together with any modifiers. This makes it possible to roll a “natural” 39 (20+19) for a skill check or attack. This idea comes from Pathfinder’s rule that criticals to attack must be confirmed with a subsequent d20 roll. It is especially fun for skill checks where degree of success determines different outcomes.
  • Double 20 Rule. Whenever a skill check (under duress) or attack with a d20 succeeds via a natural 20 AND the “exploded” roll is also a 20, this rule comes into effect. I grant my players a permanent +1 to their character sheet for either performing this skill (e.g. if you needed to make a clutch acrobatics check to avoid falling into lava from a narrow ledge, a double twenty would result in a permanent +1 to acrobatic checks for balancing – but not all acrobatic checks) or as a bonus against the subtype of enemy (similar to favored enemy feat) for both attack and damage. The logic is that 1/400 times you are fighting, say, goblins – you get better at fighting them. It’s a simple way to level character ability with experience. The more you fight goblins, the more chances you have to get better at fighting them. It’s also very rewarding to players.
  • 3.5 Critical Table. Link Here. I don’t know why, but I just love this critical table. Pathfinder has critical cards and there are many other critical sheets to spice up combat, but this one is golden. Be weary, though, because if players can use this table, so can monsters. It is quite deadly as a confirmed critical can (with a roll of 100 on a d100) decapitate the target. I use this table as such: anyone with formal combat or military training gets to roll for EITHER the extra damage of a crit. OR take their chances with the table. This prevents most of the problems associated with this being used by most monsters and players that don’t like the table.
  • Fast Action. Players who know what they’re going to do right away on their turn (namely combat) get a +1 to whatever they are attempting. This works pretty well to get the mindset of the players both fast paced and efficient with time management between turns. I think it really helps set the “pace” of combat to be a little more urgent and realistic with the stress of acting immediately. It’s also nice to give the players a reward for generally paying attention and knowing their spells, etc.
  • Role Playing. Anytime hearty role playing is used in the campaign, it should be rewarded. This is arguably the most fun about tabletop games. Whether it be a boss diplomacy check or just character banter that develops a party’s identity, it should be strongly rewarded. Anytime someone does a nice job role playing at the table, I make sure it pays off (from auto-success for NPC negotiations to a +2 for some skill check).
  • Deus Ex Machina. If under duress a player decides to spend a full-round-action to pray to their deity (typically a once-per-day or week kind of thing) for divine intervention. Next, we roll the ol’ d10,000. I take the top 1% to mean the prayer is heard and top 0.1% (or 1/1000) to mean the god intervenes. This deters characters from trying this too much, but makes for an epic story when someone lands it in a clutch situation. Deus Ex Machina is not fun if it happens a lot – but 1/1000 after giving up a full round of action is probably the right chances to make it interesting.

At the end of the day, you have to tailor the game to each group you play with. What works well for some people won’t work with others. Power-gamers require a little more oversight while passive and relaxed players can be granted more freedoms. As long as everyone is having fun and each session has a few “win the lottery” moments (whether it be a double 20 roll, excellent role playing, or just an epic decision that worked in their favor) the game will be enjoyable.

Remember that as the DM, you aren’t opposing the players, rather, you’re refereeing the game. Let them get into trouble without “punishment”. Often times the natural consequences are far worse than anything you could “punish” players with up front (e.g. that bar tender you killed turns out to be the bastard rogue’s father!). Have fun, keep it fast and enjoyable, and let it go where the players take it.

2 thoughts on “Homebrew Rules

  1. I have had a lot of conversations over the years with colleagues about what “homebrew” rules (i.e., non-canonical rules that are typically group specific) that make game play better. Beyond that, I’ve played in my fair share of “pick-up” games and “drop-in’s” where people have implemented all kinds of crazy and off-the-wall house rules. My intention is to discuss some generalities I believe to be important when deciding to break cannon with rules as well as some case studies of what has worked and what hasn’t.

    agario unblocked

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