My D&D 5E House Rules

I’ve written up a ton of hacks and house rules, and I’ve been given some thought to what house rules I would use if I could use any I like. (Alas, I have to take players’ tolerances into account)

Hard Rest

This is similar to the system for rest used in Adventures in Middle-Earth. Long rest is only available when in civilization, or at least resting someplace safe and comfortable. Ever gotten great sleep on the ground out in the weather? Yeah, me neither.

I also like the system whereby during a long rest, rather than recovering all of your hit points automatically, you are able to roll all of your remaining hit dice to recover hit points. This will recover a lot of hit points, but not necessarily all.

No Cash

Half of my players can’t even be bothered to track their own coinage (my wife in particular) and I never particularly enjoy making sure every monster they defeat erupts into the correct amount of coinage when they die. Instead, I’d like to just use rolls against set difficulties, using the character’s proficiency bonus. If the character is flush with cash, say just back from a dungeon delve, then they roll with advantage. When they are in debt or broke according to the fiction, they roll with disadvantage. Since my players love to haggle, successful haggling doubles your proficiency bonus for the roll, while failed haggling makes you just roll a straight d20.

When you want to buy something, here are the DCs:

  • Something simple and inexpensive, like adventuring gear: DC 8
  • Something mundane but expensive, or a common magic item, like a longbow or a healing potion: DC 10
  • Something very expensive, like plate armor, or an uncommon magic item: DC 12
  • A rare magic item: DC 15
  • A very rare magic item: DC 18
  • A legendary magic item: DC 20

Of course, PCs have to put in the work finding rare or expensive (or magical) items before they can make the roll to see if they can afford them. The DM has an option of saying that a character who fails the roll still buys the item, but is strapped for cash. Most of the time, when returning from an adventure, the characters will be flush with cash, and that’ll be the time they want to buy things anyway. So a mid-level character (level 9+) returning from an adventure will have just shy of a 50/50 chance of affording a legendary magic item, and better than 50/50 of affording a very rare magic item. The limitation there will be based on the setting, with this being plausible in Eberron and less likely in another setting, based on availability of magic items overall.

Modified Firearms

I think that the payoff of using historical firearms, rather than a weapon like a longbow, is that it as a slower rate of fire and does a lot more damage. At least, that’s what I’d like to house-rule firearms to do. So as a house rule, I have black powder pistols require two rounds to reload, and black powder rifles require three, and their damage dice are doubled.

10th Level Spells

10th level spells exist, and as one  would expect they are available through scrolls (which are of course artifacts) and for 19th level spellcasters. Such spells can be world-changing, but can only be cast once each by a given spellcaster.

Deeper Backgrounds

When a player selects a background, they should also flesh out the background with all of the NPCs who might be connected, including their immediate family, rivals, mentors and the like. As a rule of thumb, at least a couple of interesting NPCs who might get caught up in the story per background.

Alignment Redefined

I like using alignment, but alignment as written in D&D includes a lot of nonsense and argument-fodder. So what I do is I replace “Good” with another descriptor that defines what “good” will mean in this setting. For example, in my Twilight of the Gods setting, good becomes “Generous.” I replace “Lawful” with an order-oriented, pro-social term from the setting that is morally neutral if possible. In Twilight of the Gods, that becomes “Civilized.” I replace “Chaotic” with a pro-freedom, or maybe individualistic, term; in Twilight of the Gods, that term is “Wild.” And then for “Evil” I do the same as I did for “Good” – choose a more specific or helpful term. In Twilight of the Gods, that term is “Treacherous.” So instead of Chaotic Evil, a character would be Wild and Treacherous. Instead of Lawful Good, a character would be Generous and Civilized. See? Better. Also, a result of this is that “evil” characters are much more viable. One can play a “Selfish” character in Twilight of the Gods more easily than an “Evil” character in a standard D&D setting.

Discount Adventuring Gear

In a game that is using currency, this is just an option to buy adventuring gear at a 50% discount. The associated cost is that with any failed roll, and almost certainly on a roll of “1”, the gear breaks, and can probably only be repaired with the appropriate tool proficiency.

With the above system of going cash-less, maybe a failed roll allows a PC to buy a discount version of what they wanted. So they get what they were after…kind of.

Simplified Paralysis Effect

For any effect that paralyzes, such as hold person or a ghast’s claws, a paralyzed character is shaken free of paralysis the first time an automatic critical hit is scored against them.

…Or Resist Paralysis at Cost

As another option for PCs who are paralyzed, they can choose to take 10 psychic damage for each level of the spell used to paralyze them (or an amount the DM thinks is appropriate for monster abilites that aren’t spells) in order to take an action to break free. So they still lose at least one action, and take the damage, but aren’t standing there doing nothing for round after round. Probably need a house rule that for species that are resistant to psychic damage, like kalashtar, they need to take the full damage to break free. Their resistance doesn’t help them in this one instance.

Bards Rock

Bards have never really gained a bonus, or any kind of benefit, for using their musical instrument in combat. I like the idea of a bard being able to use their abilities more effectively if they focus on their music alone (much like bards in Everquest, honestly). I would want to work out specifics with the bard player, assuming they were interested, but here are the options I’d have in mind:

  1. The bard counts as two levels higher than normal, and has access to more powerful spells
  2. The bard’s spells are power potent, adding 1 or 2 to their spell attack bonus and to the DC for saves against their magic
  3. They don’t lose spell slots – they can keep casting indefinitely, or maybe they have one extra spell slot per level that can only be used when they are using their instrument in combat (since indefinite spells is pretty powerful)
  4. There is an ongoing bonus effect – an aura of courage like a paladin has, or an aura of bonus hit points for her comrades, or something similar
  5. Her other bardic inspiration dice go up one die type, so from d6 to d8 and so on

Area of Effect

The heading is a link to the full table that I posted a while back, but for theater of the mind I like a system where you roll randomly to see how many creatures are caught in an area of effect spell. Just assume that the character is doing all they can to maximize the spell’s effectiveness and avoid hitting their friends. I would have to adjust this system for an evocation specialist wizard who could sculpt their spells to hit their foes and avoid their friends, but that’s easy enough to hand-wave (add a bonus to the AoE roll or something).

RPG Mechanics Round-Up #8

Elvish Skill

I have toyed with an idea, which I haven’t used in a (finished) game design yet, that is an attempt to deal with a diminishing return in gaining skill combined with the incredibly long lives of elves. Even D&D’s non-immortal elves live for 700-1000 years. The idea I came up with is to have what amounts to only 3 levels of ability in any given skill (as measured by elves): 1 year, 10 years, and 100 years. (This also echoes the Chinese aphorisms about how it takes 10 weeks to learn the spear, 10 months to learn the dao, and 10 years to learn the jiann). After 100 years, diminishing returns seem like they would be such that measurable improvement would be unlikely. In a setting with elves and non-elves, non-elves would be limited to a skill level of 10 years (about how long it takes to earn a black belt in Brazilian Jiu-Jitsu if you are working hard at it).

Burnout

I like the idea of having the option of burning out a repeatable ability in one big demonstration. That is, say you can do Ability X three times a day, or once per short rest. If you choose, you can choose some dramatic moment to do something that is equivalent to 5X or even 10X. After that, though, you lose the ability permanently. This could be a lead into a ‘Retire in Safety’ mechanic or another peaceful end for the character, and of course only makes sense for characters who have repeatable, likely supernatural, abilities.

Secrets on Page 1

I wonder what effect it would have to write a secret, or multiple secrets, about the character on the character sheet. (There is a mechanic for this in Parsec) Probably in some groups it would no effect, but in a Vampire the Masquerade group for example, each vampire having to have their secrets written out on their character sheets (preferably on page 1) just might have an interesting, subtle impact at the table. A little layer of suspicion added to any interaction.

Deeper Backgrounds

Here I’m going to take the example of backgrounds in D&D 5E, which are a great addition to the system in my opinion, and could be taken further. Almost every adventurer character ever created is an orphan with no social ties at all when the game begins – that just seems to be a truism at this point. Some systems make a player create a more detailed, interconnected background at character creation for that reason – otherwise very few will. World of Darkness games even added this element to the game itself in the prelude session, during which we see the character in scenes from their life before the supernatural stuff hits the fan.

For the remainder of this round-up, I am going to go through the backgrounds in the 5E PHB and note briefly how they could be expanded to include some family members, friends and social connections in a character’s life. (H/T to Fate and the Fablemaidens for indirectly reminding me to expand this idea and post it)

Acolyte: a criminal or sinner whom you are trying to reform; parents and family whose religious views strongly differ from yours; the gravesite of your mentor which you visit every year to make a small offering to their spirit; a rival member of your religion who believes you lack conviction

Charlatan: a minor local noble whom you embarrassed; a widow who believes you are psychic; a sibling who is always trying to get you on the straight and narrow path; a parent who tsks at what you do but makes sure you aren’t disowned

Criminal: an elderly priest or priestess who fed you when you were down and out; loving parents who believe you are a traveling salesperson; your best friend growing up who is now a recruit in the town guard; the heir of a local noble or wealthy family who has a forbidden crush on you

Entertainer: the amazing performer who inspired you to get started years ago; the leader of your small, but growing, local fan-club; a pen-pal who is always offering to put you up at their place if you make the journey to perform for them; hardworking, dour siblings who don’t understand your art

Folk Hero: the tyrant or corrupt official’s remaining agents in the area; your proud family, including a sibling who looks up to you and wants to be just like you; the person back home who everyone assumed you were going to marry

Guild Artisan: the head of your local guild chapter; your master, now too old to practice the trade; a local merchant or noble who is one of your primary buyers; someone who supplies raw materials whose personality is the opposite of yours

Guild Merchant: your mule, who is smarter than she looks; your family, whose signature business is one you detest; a rival who betrayed you on a key deal; a particular gate guard, with whom you have the best banter; a performer, who gets their best material from stories of your travels

Hermit: the villager who would come each week to bring you fresh supplies and news, in exchange for your wisdom; an extraordinary talking animal that would sometimes visit you in seclusion; your family of origin, who have strong feelings about what you’re doing (good or bad, you choose)

Noble: the peasant who looks a lot like you, with whom you exchanged places once as kids; the doting nurse who actually raised you while your parents were at court; a younger sibling whom you are always getting out of trouble

Outlander: your folks back home, and perhaps the reason you don’t live there now; a sweetheart from your adolescence who went looking for you; a bird or small animal who just follows you wherever you go; another local wanderer with whom you share news, food and shelter when your paths cross

Sage: your first tutor, now like a parental figure for you; a rival scholar who wants to discredit you; a small-time loan shark who still says you owe her back payments on student loans; your proud family, either many academics, or perhaps you’re the first among them to go for higher education

Sailor: if you have a lover in every port, there’s one of them that feels true; the salty old dog who taught you everything they know; your siblings, who count the days until you return from time at sea; the bartender at your favorite seaside watering hole

Soldier: your drill instructor, who has a new insult for you every time you meet; a comrade who was crippled in battle and had to retire early; the person you’re engaged to marry as soon as you return home; a gruff parent who was also a career soldier; the ghost of the first person you ever killed

Urchin: the kind local noble who would always give you a few spare coins; your best friend who got lucky and married out of the life; a fixer who always has local gossip; the leader of the gang you were in as a kid; the innkeeper who would give you a place to sleep when the weather was bad

D&D 5E Hack: No Cash

I understand what the designers and developers were thinking when they changed how gold and magic items interact in 5th Edition. Magic items are supposed to be special, and having them available at any old magic item shop makes them less so. They just become another way you level up, a steady incline of power the way that class abilities are, which makes them redundant. I get it.

The problem is that 100% of D&D gaming groups I have ever played with have wanted to go shopping for magic items with their gold. Every single one, to varying degrees, particular starting with 3rd Edition. What this has meant in practice is that the DMG was missing something when it was missing magic item prices, something players would almost immediately demand, and so along comes Xanathar’s Guide to Everything with it’s downtime option of purchasing magic items. It is OK, I’ve used it, but it leaves something to be desired.

So I came up with a simple hack of 5E where you can get rid of cash altogether.

When a character wants to buy something beyond the incidental – drinks, simple rooms at the inn, meals, etc., they roll using their flat Proficiency bonus. On a success, they can find what they want to buy and can afford it. On a failure, either they can’t find it, or they can’t afford it, or they get the item but go into debt. Debt is like disadvantage, you can only do it once. Once you’re in debt, you can’t go further into debt. While in debt, your Proficiency score rolls to buy things are at disadvantage.

Sometimes, a PC will be Flush With Cash. This means they just went through a dungeon or pulled of a heist or found buried treasure. When Flush With Cash, characters roll their Proficiency bonus to buy things with advantage. The DM decides when the cash runs out, or you can say that the first time you fail a roll, you’re out of the extra cash and back to your usual means.

When you want to buy something, here are the DCs:

  • Something simple and inexpensive, like adventuring gear: DC 8
  • Something mundane but expensive, or a common magic item, like a longbow or a healing potion: DC 10
  • Something very expensive, like plate armor, or an uncommon magic item: DC 12
  • A rare magic item: DC 15
  • A very rare magic item: DC 20

Of course DMs can fell free to not allow players to roll for things that aren’t available. Also, I’d use the normal downtime rules for looking to buy a magic item, and make the PC spend a week looking. Often in a game, time is more valuable than gold anyway.

Oh, and all 1st level characters start the game in debt unless they have the Noble Background 🙂

RPG Mechanic Round-Up #7

Meta-Round-Up

Progress and Drama

In the game text, instead of listing the result of a passed test in a resolution mechanic as “success”, describe it as “progress.” That is, progress is made toward whatever your goal was, or toward winning what was at stake. In parallel, instead of listing a failed test in your resolution mechanic as “failure”, call it “drama”, in that the dramatic tension increases in the scene or in the story. This could almost be the only change in how a system is written, but I think it opens up results in interesting ways.

Let’s say your D&D player does the classic thing and makes an absurd proficiency check – then they roll a 20, and even though there isn’t a “natural 20” rule in 5E for proficiency checks, they still expect something big from their absurd plan (seduce the dragon, pick the lock with mage hand, lie to the Inevitable’s face, etc.). So if passing the test equals “progress” rather than “success”, you can just describe how their absurd plan gets them closer to their goal. Similarly, for all of those proficiency checks where failure just means the story stops, if it is “drama” (or “tension” perhaps, or “threat”) instead of “failure” for a failed test, the attempt can be technically successful, moving things ahead, but they are now worse than they were.

Theme Music

Each player chooses a theme song for their character and queue’s it up on their phone. At any time during the session, they can hit play for the song, play a bit of it, and their character automatically succeeds on whatever it is they are doing. Maybe instead of Inspiration, players can gain bonus uses of their theme music during the session. Similarly, the DM can queue up theme songs for any Big Bads they’ll face, and those enable them to use a legendary save ability to choose to save on a failed saving throw, or to resist death for a round after being reduced to 0 hit points, etc.

Big and Small Advantages with Percentile Dice

This is a layer of complexity that one might not choose, but it occurred to me while listening (and enjoying) another How We Roll actual play of Call of Cthulhu 7th Edition. In CoC 7E there is an advantage mechanic, where you roll the 10s digit die more than once and take the worse of the two rolls. I thought that this made sense for big advantages and disadvantages, but for smaller advantages and disadvantages it would make sense to roll the 1s digit die twice and take the better or worse of the two rolls. This gives you an approximately 1 in 10 change of barely making, or barely missing, the roll, and isn’t a big deal, but could be an interesting tweak, maybe for when the player thinks they should have advantage but the Keeper disagrees. “Yes, but…”

Percentile Auto-Success

Rolling is not always fun. Games usually have some kind of hand-wavey rule about “only roll when it is interesting” or “only roll when there is danger involved” but even in games where that is spelled out enforcement is sporadic. It occurred to me, in particular in a percentile system, that it could be simpler and also more interesting to give each character a number of auto-successes equal to the tens digit of the applicable skill. So, again looking at Call of Cthulhu, your investigator with a Credit Rating of 57 could just have 5 automatic successes on Credit Rating rolls during the scenario (intended to be more than one session). The downside is that you don’t get any chance to advance when using one of these auto-successes, nor can you get a critical success of any kind. Maybe one could ignore this rule in combat, and of course the Keeper would be able to say that it doesn’t apply in a certain situation (like a Sanity roll, or a situation where the danger of failure is really interesting), but I like it as a rule.

Final Fantasy Action Selector

Remember old school Final Fantasy where you had the action selector when each character’s turn came up? It looked something vaguely like this:

  • Fight / Run
  • Magic
  • Drink
  • Item

I was thinking about something like this for new players. Frequently, players at my table forget all of the various things their character can do when it is their turn, especially at higher levels. What if new players had something like this, printed up by the DM, with their abilities on it? Something for a Druid might look like this:

  • Melee Attack
  • Missile Attack
  • Shapechange

And one for a Rogue more like this:

  • Melee Attack
  • Missile Attack
  • Dash
  • Disengage
  • Hide

Of course, the player can put whatever is interesting on the selector, and can always do things not listed, but it might be helpful to just have that at a glance. I’ve seen a lot of new players stare glassy-eyed at their complex character sheet when their turn comes when really they only have two or three viable and interesting options. The problem is that it takes significant system mastery for one to know what those few viable and interesting options are.

 

RPG Mechanic Round-Up #6

D&D Firearms Fix

The way that 5E D&D handles firearms doesn’t make much sense. You can look at videos of a bullet striking a breastplate and compare them to videos of an arrow striking a breastplate and see the difference. So I reworked firearms for D&D. Against a gun all medium creatures are AC 10 – your studded leather armor will have no impact on that bullet, which will also go through chain and plate armor. Small creatures are AC 11. Large creatures are AC 9, and so on up. Firearms also do double the dice in damage that’s listed in the DMG. Adamantine and mithril armor still counts against firearms, as long as it is solid (mithril chain won’t help). Shields grant +1 armor. 

To balance things out, and for some slight realism, one-handed firearms take 2 full rounds to reload and two-handed firearms take 3 full rounds to reload. That’s still quicker than people can actually reload black powder weapons, but it’s a balance between that and D&D. It means that firearms will be more like what they are in, say, the Three Musketeers or Pirates of the Caribbean – good for a deadly opening volley, and then you close and fight.

I like this hack because it makes firearms more interesting than other weapons. Firearms should be scary. As an alternate rule, you could say that any plate armor can grant its AC bonus against flintlock firearms if the armor was built by people familiar with flintlock weapons. Breastplates during the early age of gunpowder were able to deflect bullets, though these weapons quickly outdistanced armor.

An Initiative Mod: Act First or Act Last

In a system where an initiative roll determines action order, have the option of declaring that you act first or you act last in the round. The benefit for acting first is that you get advantage on your action, or another kind of appropriate bonus (+2 in Pathfinder, etc.), but you have disadvantage on all defenses for the rest of the round (or your attackers have advantage or a bonus on their attacks against you). You throw yourself into the fray at the cost of safety.

Conversely, you can declare that you are acting last, hanging back and seeing how things play out before you act. This choice gives you advantage on all of your defenses for the round, or an appropriate bonus, as you see things coming.

If more than one character declares they are going first or going last, they all receive the same bonus and/or penalty, and still act in the order of rolled initiative compared to each other. So, with initiative rolls of 12, 11, 9, 7 and 6, where 9 and 7 both say they are acting first, 9 and 7 move to the top of the initiative list, both get advantage on their attack, and both have disadvantage on all defenses for the round. 9 still goes before 7.

Alignment

For any game with an alignment system, you can use the so-called Five Moral Foundations (with a sixth one added during research on the Five due to feedback). Those moral foundations are: compassion, fairness, liberty, loyalty, purity, and tradition.

  • Compassion: define the circle of compassion, and then the DM can push that. Who is most deserving?
  • Fairness:  what is unfair that needs to be made right? Push: what will you give up in order to be fair?
  • Liberty: your own, and others. Who needs to be set free?
  • Loyalty: to whom or what are you loyal? What about when you’re asked to do something wrong? What about dissent?
  • Purity: what, or who, is disgusting? What is the poison that must be cleansed?
  • Tradition:  what traditions do you hold dear? Push: how will you deal with innovation and change? What about corrupt authorities? 

Villains and heroes have the same alignment system, because it is easy (and interesting) to imagine a villain rooted in each of these six moral alignments. Most people on both sides of every war in history has felt loyalty to their cause. Many genocides are driven by an out-of-control drive to remain pure, and purity language is found movements like Nazism for example. Compassion is hard to make the core of a villain, but could easily lead a person not to act decisively when they need to, in order to prevent more harm.

This hack also makes “know alignment” style spells and abilities more interesting. You detect a villain’s alignment, and get “Liberty.” This doesn’t tell you that they are “evil”, but it does tell you something about what they want and believe, which could be important in defeating them, or even converting them to your side.

Any cool hacks you want to share? Leave a comment!

Review: Wayfinder’s Guide to Eberron (5E)

Yes, this is a hot take, but what else is the Internet for?

I am currently 21 sessions into a 5E Eberron campaign that I have been running, using the 3.5 materials (which I already own) and what’s been released as Unearthed Arcana for Eberron from Wizards. Today I saw in my Twitter feed that the promised setting announcement from WotC was not just one setting but two – one for adapting Magic the Gathering’s setting to 5E, and the other being the Wayfinder’s Guide to Eberron for 5E. I know next to nothing about Magic the Gathering’s setting, so I have nothing to say about that one, but Eberron has been my favorite D&D setting since it was released 16 years ago, and I have things to say about the Wayfinder’s Guide. Here we go.

The New

Partly, it just feels good to see something new come out for Eberron. I got excited, and bought the PDF without really thinking about it because I knew it would bother me until I got it and saw what was in there.

The rules for the four unique Eberron races have been updated and, in my opinion, improved. The warforged are expanded and clarified, and they have made them more flexible as well, with subtypes (one that was a Prestige Class in 3.5E) and the ability to reconfigure your defenses as well. Lots of cool fiddly bits for warforged. The shifters have also been expanded and improved, more similar to how they were in 3.5E, with each kind of shifter functioning as a subrace that is activated during shifting. Changelings and Kalashtar similar gain some new abilities that make sense, all compared to their Unearthed Arcana examples.

Dragonmarks are significantly different form what appeared in Unearthed Arcana, brought much more in line with other Feats in 5E, rather than looking like the innate casting that creatures like drow get which improves as you level. They add some bonus dice to proficiency rolls, and in some cases are much simplified but a little head-scratchy (I’m looking at you, new House Jorasco). Right now we are using the old UA version of dragonmarks, and I think it is working well for the most part. I would say that the rules they have for Aberrant Dragonmarks need a lot of work, but are clearly being left as a blank spot for other designers.

The Old

The setting material remains the same – there is no jump in time as there might have been, and no changes in the setting that I could see (from the snippets that are in this PDF). The themes and ideas of Eberron, the advice for applying them, etc. are all there as they have been since 2002. Contrary to what Keith Baker said, there is plenty of information that is rehashed in this Guide, but that’s to be expected.

I also recognized almost all of the art in the PDF, and I imagine the art I didn’t recognize was just from supplements I don’t have, or art that I’ve seen and forgotten. Again, this is only to be expected from a PDF release on the DM’s Guild. At least we got a new-looking piece of art for the cover, and it’s pretty cool.

The Good

I like the new versions of the four Eberron races – all four of them feel flexible, powerful, and cool. I could see some DMs and players thinking they might not be precisely balanced with the core rulebook races, and that’s probably a fair criticism in some cases.

I also like the new tables that have been sprinkled throughout the Guide, ranging from random street-level events for different layers of Sharn to a table with ideas of why your dwarf left the Mror Holds in the first place, or a table of different debts that drive you to adventure in the first place, plus many more. Even if you hate random tables (weirdo) they still function as lists of cool ideas to pick from and add to your Eberron campaign.

The Meh

The setting material doesn’t provide that much beyond a reminder for folks who already know about Eberron. You’ll still need to do a lot of improvising, or go buy other resources for the setting, which was the case before this Guide was released.

I’m fine with the new version of the Dragonmarks, but I also liked the previous Unearthed Arcana versions of them as well. I like how the UA versions mirrored innate spellcasting when we see it in a given race, like the drow. I like how the new versions tie the Dragonmarks into particular proficiencies that make sense, and also how they fit in comparison to the other Feats in the PHB. If anything, most of them are significantly better – and I know a design challenge for Eberron has always been making the Dragonmarks exciting enough that players will want to choose them for their characters (Keith Baker said as much on his podcast).

So the Dragonmarks aren’t meh because they are lacking – they’re fine, I think, as written. The problem is, they were also cool before as innate spellcasting. The Aberrant marks, on the other hand, are just straight meh. Someone has to come along and fix those – which I bet is WotC’s intent.

The Not-So-Good

For the PDF at release, the table of contents is incomplete. It doesn’t mention Kalashtar between Changelings and Shifters, and is missing a few other major headings. I imagine they will fix this after it’s release and perhaps put out an updated PDF, but these are bigger mistakes than just spelling errors, you know? And whether your major headings are reflected in the PDF bookmarks is pretty straightforward to check.

In his blog post, Keith Baker mentioned that the intent with this release was not to rehash material from 3E or 4E Eberron, as those books are still available through the DMs Guild as PDFs, but of course there is plenty of rehashing. The text ends up kind of failing on two fronts – it isn’t all new material for 5E, not by a long shot honestly. On the other hand, it hints at a lot of things that it doesn’t spell out, which kind of highlights the need for the other setting materials to make sense of it.

Just one example, as my PCs are headed to the Lhazaar Principaliesin the near future: the page on the Principalities mentions a half-dozen NPC groups in passing, but gives almost no information on them. This means that I also have to go back and read the pages on the Principalities in my Eberron Campaign Guide, and also have in mind that some of these might be from one of the many other sourcebooks that were released, some of which I have and some not. This comes off as just…unsatisfactory. What’s here would make a good handout for the players on the Principalities, but that wouldn’t have been hard to do on my own with a few minutes of cutting and pasting from a previously published PDF.

Overall

I love Eberron and still think it is the best setting D&D has ever produced. It beat out 11 thousand other submitted settings for a reason. I bought the PDF and don’t necessarily regret it, but on the other hand, if you are like me and running Eberron using the previous materials and Unearthed Arcana materials and a little bit of adaptation, you can continue to do that without buying this Guide to Eberron. If you would like another version of all of the Dragonmark Feats, as well as updated rules for the four unique Eberron races, and some advice on the magical economy as well as a few examples of magic items to add into your game, then this Guide is probably worthwhile.

If you don’t already have other 3E and/or 4E Eberron material, this Guide won’t be enough, especially in the category of the setting. Each section on a part of the setting is a glance at most, with the exception fo Sharn, which is fleshed out a bit more. Again, this Guide is a starting point, especially if you are setting your campaign in Sharn to start, but you will still have to do a lot of work on your own, or shell out the money for the previously released setting materials.

Ultimately, it’s $20 for Unearthed Arcana materials – that will be worth it to some of us, and not worth it to others. You can definitely run Eberron in 5E without this Guide if you already have plenty of Eberron materials and a little time to adapt them to 5E – that’s as true now as it was before this Guide came out.

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10th Level Spells in D&D 5E

Five D&D Magic Items Every Adventurer Should Own

The Forgotten Realms, of course, has spells up to 12th level in previous setting material – but then again, Faerun is a place where you hire the neighbor kid to shovel the Rods of Wonder out of your driveway every morning (h/t my college friend Courtney). There is plenty of history of spells above the usual limit of 9th level in other settings as well, but it’s always fun to pick on Fogotten Realms. Fun for me at least.

I’ve been thinking about 10th level spells, though, and I think I have an interesting and not too overpowered way to handle them in a D&D game. What I have in mind is a set of design principles for coming up with 10th level spells that I think will balance them out but still make them interesting and valuable as something other than power-creep.

  1. 10th level spells affect the setting in some ongoing way – they are a way for powerful casters to affect the world around them
  2. 10th level spells must be found, or researched, as part of a quest
  3. A 10th level spell can be cast only once, and then it is lost. The capacity is burned out of the caster, or the gods withhold the power, or however you’d like to account for it in game
  4. 10th level spells are the way you account for magical effects in the world that aren’t otherwise accounted for in the rules.
    1. Examples: the flying citadels in Krynn used during the War of the Lance; casters who create their own demi-planes or shard realms; special, more-powerful animal companions or familiars; the wish spell, without having to worry as much about limitations because it can only ever be cast once by a particular caster; and so on.

I think these principles for 10th level spells will work well, and solve a lot of problems, including what to do with the wish spell. They also provide an explanation for magical effects that aren’t otherwise accounted for in the rules – not because everything needs a rule, but rather so that players can accomplish the things they see in the world if they become powerful enough.

What are your thoughts on 10th level spells? Is there a better way to address these questions left open in D&D 5E’s design?