Playing with Gender in D&D

Playing with Gender

This all started with goblins, but ended up being this little brainstorm I had during Save Against Fear. There are little kernels of this idea in D&D already, but I wanted to play out a view of sex and gender for the major intelligent species of D&D that fit with the lore as it is but was more interesting than just assuming two sexes and two genders in every case (which is ridiculous even with humans alone, not to mention every other intelligent species in D&D).

Note: this is not me wishing we could have lots of discussions and arguments about pronouns, multiplied times all of these intelligent species. That does not sound fun for me. He, she and they should cover it for these options in my opinion.

Goblin Gender

Otherwise this will be alphabetical, but I’m starting here because this was the first thought I had that led me along this path. I’ve always wondered about goblinoids: goblins, hobgoblins, and bugbears. Where do the drastically different body types come from? Do they intermarry? Can they interbreed? In previous editions they were just an outlier – where most intelligent species are ‘humanoid’ they are over there, the ‘goblinoids’, the other.

I realized, wouldn’t it be fun if all goblinoids are the same species, except they have three sexes, and the three types of goblinoids are their three sexes? So one sex is goblin, and one sex is hobgoblin, and one sex is bugbear, and it takes all three to reproduce. They all are born goblin-ish, and then have a big growth spurt if they are going to grow up to be hobgoblins, and then another growth spurt to become bugbears.

If you ask them how they make babies with three sexes, they of course attack you, because that’s an incredibly rude question.

Dragonborn Gender

Dragonborn (and maybe lizardfolk as well) are hermaphroditic with three genders. A dragonborn self-fertilizes when they are ready and lays a clutch of eggs. This is taxing and difficult, and when the dragonborn hatch they are much more helpless than normal for reptiles and require years of care like human infants and children. So the three genders are the One Who Lays, the One Who Guards, and the One Who Gathers. The first one is obvious. The second gender is taken on by a dragonborn who takes responsibility of guardianship for the layer and for the young. The third gender is for the dragonborn who takes responsibility to go out into the world and accomplish what needs to be done to support all three – hunting, gathering, earning gold, whatever.

Dwarf Gender

Dwarves have two sexes and one gender. Every wonder why all the jokes about dwarf women having beards and looking a lot like dwarf men? That’s because dwarves only have one gender. Though males tend to have thicker body and facial hair than females, they all are performing the same gender for all intents and purposes. Perhaps there are nuances there visible only to fellow dwarves.

Elf Gender

Elves have two sexes but are genderfluid over time. When you meet an elf, you are meeting someone on a 700 year long journey of exploration.

Gnome Gender

Ancient gnomes had a very strict system of two sexes and two genders. Modern gnomes are all transgressive about how they perform gender, and often take on aspects of the genders they see around them among other intelligent species. Intersex gnomes are held in high regard, meaning that they now functionally have three sexes.

Half-Elf Gender

Half-elves are normally born to human and elven parents at some point in the elf’s centuries-long life. What they call their parents could be unique to a particular half-elf, and they might very well be born to a mother who later, when the half-elf meets them as an adult, is now a man, and possibly even a father to new children. So half-elves tend to cling to their human side for stability, or embrace the fluidity of their elven side.

Half-Orc Gender

Half-orcs raised with orcs are given their purpose from the gods. Half-orcs raised with humans tend to choose and perform a human gender, though sometimes they encounter orcs later in life and are given a purpose then.

Halfling Gender

Halflings have two sexes and three genders. The three genders for halflings are male, female, and bachelor, in honor of Bilbo and Frodo Baggins. And, as far as we can tell, Merry and Pippin and Gaffer Gamgee and loads of others. Of course, women can be bachelors too. No self-respecting halfling would call her a bachelorette.

Human Gender

Humans have two sexes and three genders. But you don’t need terminology for this. You just describe men and women and intergender/nonbinary people, and then some of the men happen to be trans men and some of the women happen to be trans women. You have a lot less baked in bigotry, which is fun anyway.

Some Other Thoughts

Kenku Gender

Kenku keep their sexes secret from outsiders, though most assume they have two. In a kenku community, there is the gender of the sitter and the gender of the builder. A sitter is the one who primarily sits on the eggs while they develop, though a group might trade off on this activity, one tends to be primarily. The builder is the one who is responsible for building a nest, initially to garner the interest of potential sitters.

Orc Gender

Until adolescence orcs do not acknowledge gender. At adolescence, an orc goes into the wilderness to commune with the gods (this could be a metaphorical urban wilderness). The gods tell them their purpose and place in society, and that is functionally their gender. Some will have the purpose of parenting, but others won’t, and the part in society they perform is more important than what other species tend to think of as gender.

Altered Backgrounds for D&D Villains

I’m putting together house rules and players guide type information for the Evil campaign I’d like to run again sometime in the future. Maybe it’ll even be the next game our home group plays – get some things out of their system so to speak. Briefly, it is a campaign inspired by Villains by Necessity by Eve Forward, where the BBEG has been defeated by the Heroes of Legend and the world made right. Then 100 years pass, and the PCs are some of the last villains in the world. They have to band together (because no one else will put up with them) and save the world from itself. It’s a lot of satire and is aimed at tongue-in-cheek rather than delving into the heart of darkness.

One of the things that I realized I’d need are altered backgrounds for the player-characters. When I went through the backgrounds in the PhB, I found that most of them would work with some slight alterations. For some background, this setting includes the idea of Rehabilitation Camps where criminals (what few are left) and ‘evil’ creatures are sent to be taught to be good citizens. I just mention that because it comes up in some of these backgrounds. The main thing I felt needed a change was the Feature for each. As a house rule I’m fine with players choosing any proficiencies that makes sense, whether listed or not.

Evil campaign needs subverted backgrounds. Also maybe start level three as well

Cult Initiate (Acolyte)

Feature: as with the Acolyte, but it applies to other members of the secretive cult you have joined. Have fun defining the cult with the DM. Maybe it is dedicated to the corpse of one of the old gods, or to the teachings of a mind flayer.

Rehabilitated Charlatan

Feature: unchanged, but you have a probation officer with whom you need to check in. The officer works for the Ministry of Rehabilitation, and functions a lot like any probation officer – making sure you are gainfully employed, have a place to live, etc.

Rehabilitated Criminal

Feature: as above, you have a probation officer. Maybe the same one if another PC is also recently Rehabilitated.

Questionable Entertainer

Feature: Grudging Patriotism. You can always find a place to perform as long as you play songs approved by the Ministry of Rehabilitation. When you do so, you roll with disadvantage.

Variant: Sports Hero. You can find welcome wherever there are official games, expos, or heroic feast-days being celebrated.

False Hero

Feature: similar to the Folk Hero. You have a reputation in the area, except in your actual hometown, where they know you’re a fraud.

Guild Traitor

Feature: You no longer have the Guild connection – in fact,  you have the enmity of a Guild. In exchange, you begin the game with a stolen masterwork worth a few hundred gold – determine what it is with the DM.

Escaped Quarantine

You spent time in Quarantine, under even higher security than a Rehabilitation Camp. You were seen as a significant threat, and kept in isolation for a long period of time. You were released because you were determined to be harmless to the Empire. In Quarantine, you could have crossed paths with any number of powerful evil creatures, consigned to remain long-term.

Feature: Discovery. You learned something you were not supposed to know while in Quarantine. Determine what it is with the DM.

Disgraced Noble

You have embarrassed your blue-blooded family for the last time with your behavior. You have a stolen signet ring, and might be able to impersonate a member of the family somewhere where they are not known well. You made off with a family heirloom worth a few hundred gold – determine what it was with the DM.

Migrant (Outlander)

You are not from around here, and live on the fringes of society. You and your family are viewed with suspicion, which makes them even more eager to prove their loyalty and patriotism to anyone and everyone.

Feature: Plausible deniability. If you are caught for a minor crime or infraction, you can argue that you didn’t know better, and expect lenience, especially the first time.

Variant: Scavenger (Wanderer). You are able to scrape up food and relatively clean water for you and five other people each day by scrounging, begging, and so on. You won’t starve, but you won’t be happy either.

Refugee (Sailor)

You have come to these shores from a far-off land, though not so far that you haven’t heard of the fall of the Dark Lord and the rise of the Empire. Your family and friends are currently being processed and some have been moved to Rehabilitation camps until they can be reintegrated into society.

Feature: Passage. Because you are a refugee, you aren’t expected to have the same papers and references that others would need to travel from place to place. Just remember to be obsequious.

Deserter (Soldier)

Feature: Military Intel. You have of course lost your military rank, and there are some who would love to have you in for a court martial, but you did learn how the Empire functions, and know more about the military than any others (who aren’t part of it).

Runaway (Urchin)

Your family (or orphanage) is still seeking you, but you have lived on your own for a long time now. Pretty much the same as Urchin, though, otherwise.

 

RPG Mechanics Round-Up #13: Call of Cthulhu

Start With A Bang

A house rule for Call of Cthulhu – at character creation, you can reduce your starting Sanity to increase your starting Cthulhu Mythos rating. Maybe 2 Sanity for 1 Cthulhu Mythos, and definitely for a limited amount. But in listening to APs, I feel like rolling against a 5% Mythos rating is less interesting than, say, 15% or 20%.

You could even have a situation where an investigator thinks of themselves as something of an expert. Of course, this will just invite greater disaster. They might become more likely to seek out elements of the Mythos because it is slightly more likely, though still not very likely, that they will understand what they find. Which, of course, is horrifying.

Brush With the Occult

One thing I liked about character creation in Kult (in a previous edition, anyway) was that part of it was describing a brush with the occult. This is a chance for the player to be evocative, and also a chance to add details or threads to the world that could grow into something greater. Leaving little gifts for the Keeper.

Driven By Need

I has occurred to me, running Call of Cthulhu and playing a bit and listening to APs, that investigators so often lack the motivation to do what they do. Sure, they’re curious to an unhealthy degree, but at a certain point, running away and ditching the case is what almost anyone would do.

So what I thought is that in designing a Call of Cthulhu character, a player should name something that the character desperately needs. Money is an easy one – and Mythos lore and artifacts would of course be incredibly valuable out in the world. Or perhaps the seek a way to resurrect a dead loved one, or get revenge on someone otherwise unreachable. It has to be something  you need so much that continuing on even as you learn of greater horror will seem like a reasonable choice.

OSR Call of Cthulhu

I’ve been thinking about the OSR, and how that design mentality could be applied to games that aren’t D&D. Other older games also had different sensibilities from more modern games, or even more modern incarnations of those games.

That being said, Call of Cthulhu hasn’t changed that much over time. It is still, in some ways, an old school game. I think the design goals of OSR could be applied to Call of Cthulhu, however, as it is a game that would benefit from some simplification, some rulings over rules, and even a clearer focus on player challenge in addition to character challenge.

I have a few thoughts sketched out which I would like to expand later, but here we go:

  • Spend Sanity to push a roll, in contrast to the Pulp Cthulhu mechanic. This should also drive characters to be on track to die or go insane at around the same time. The justification is you do crazy things to avoid dying, pushing yourself closer to the horrors of the Mythos.
  • Combine Strength, Constitution, and Size into something like Body or Fortitude. Then you just need Dexterity, Luck, Psyche (to replace Power), and Education. Leave out Intelligence because you’ll be relying on the player’s intelligence more, while the character can still know things the player doesn’t know, or have skills the player doesn’t have (Education).
    • Magic points, if you are using them, are Psyche/5
  • A shorter and simplified skill list. A problem I see with Call of Cthulhu in every variation I’ve played is that overlap between skills is ignored and the skills given are highly specific, easily leading to characters who should be experts appearing less so because they don’t have one particular skill.
  • Antiquity, Athletics, Charm, Coercion, Credit Rating, Dodge, Fighting, Firearms, Languages, Occult, Physical Sciences, Profession (Art, Drive, Repair, Pilot, Law, Photography…), Psychoanalysis, Social Sciences, Streetsmarts, Weird Science
  • Use a stress system similar to that used in Mothership. Separate insanity and mental illness. In brief, you take Stress, and then make periodic Panic checks instead of Sanity checks. I prefer this, just to avoid the language of sanity/insanity in describing what happens in a CoC game, which tends to overlap mental illness in problematic ways
  • Hit Points are equal to Body/5

 

RPG Mechanics Round-Up #12: D&D Again

Time = XP

In D&D and similar experience-driven systems, xp roughly represents time spent playing. This is true when WotC says that Adventure League standards should be about 4 hours to level to 2nd, and then 8 hours to 3rd and the same for 4th, etc. This is what it has always meant, and the way it functions is to incentivize certain behaviors and play styles.

Why not just have XP = time played? This would work equally well for your home game as for organized play, and would work better than every system for leveling in organized play I’ve ever heard of. It would be easy to track across games, including for players and DMs without consistent play-groups.

This system can be hidden behind a milestone leveling system, and just have milestones equal X time played. Honestly, it’s what most DMs and GMs who use a milestone system are doing anyway, and is the thinking behind xp going back to the beginning. In terms of design, experience points are a reward for the player, so why no reward the players for their time? This would also unhitch xp from certain behaviors. So PCs would not need to go out and kill things and take their stuff. They would level just the same for RPing, or shopping in town, or exploring new places, or doing upkeep on their holdings. They can do whatever they find to be fun in game.

Yes, this drifts D&D significantly from its design, but I don’t think that’s a problem.

Using 5E Exhaustion More Often

Exhausting is an interesting mechanic, and almost never gets used in games of D&D 5th Ed I run and in which I play. I think it was used for the fist time in the 10th session of our current home game, and it was funny because I was the only player who even knew about exhaustion rules. So here a few other times to engage the exhaustion rules, imposing a level of exhaustion for each of the following:

  • When you are dropped to zero hp, even if immediate raised back up (i.e. by Healing Word)
  • When you take damage in excess of a threshold (maybe that threshold = 2x your Constitution score) to represent a sudden, significant injury
  • When you roll a 1 on a saving throw
  • When you fail a high-risk skill check, but the DM wants to let you fail forward (you miss an Athletics roll to jump a chasm, so the DM says you cling to the far side and drag yourself up, but it costs a level of exhaustion)

Healing Potions

As written, healing potions in 5E restore 2d4 +2 hit points per level of potion (i.e. 4d4 +4 or 6d4 +6). Why not have a healing potion instead restore 2 hit dice +2 for each level? This would mean that higher-hp classes like Barbarians would benefit more from a healing potion. As it is, past level 1 or 2 a barbarian won’t want to use an action to restore 7 hit points on average, and higher level barbarians who have more powerful potions won’t bother using them either because they’ll make such a small difference.

  • Healing potion: 2 hit dice +2 restored
  • Greater healing potion: 4 hit dice +4 restored
  • Superior healing potion: 6 hit dice +6 restored

Stolen Skill Challenge Idea

This is an idea my friend Brett, who is our current DM, stole from another DM, and I’m stealing it as well. The idea is that for shared skill challenges (like the ubiquitous Dexterity (Stealth) checks made to let the party sneak around), you set a total that they have to hit with their rolls.

  • Relatively easy challenge: 10x number of characters
  • Opposed challenge: passive score x number of characters
    • Ex: if the PCs are all trying to sneak past a guard, and the guard has a passive Perception score of 14, then their Dexterity (Stealth) rolls would have to total more than 14x number of PCs
  • Normal (?) challenge: 12x number of characters
  • Really challenging: 15x number of characters or higher

RPG Mechanics Round-Up #11

Out of Combat Advantage

The scene is that your adventurers are taking a break from danger, hanging out in town. There is some kind of local festival happening, and they decide to enter the various contests. The ranger joins an archery contest. It doesn’t make sense to me that the ranger would roll the same thing that she would when she is in a life-or-death combat situation – I think of studies showing that the most accurate police officers, the NYPD, still miss 2/3 of the time when they use their weapons. These are people who know what they are in for, train regularly, etc., who probably do great when they are at the gun range. So it occurred to me that in a situation where a D&D-style adventurer is using an adventuring skill in a safe environment such as a local fair, she should roll with advantage. This is also a way to let PCs shine in comparison to locals who only shoot at stationary targets and the occasional rabbit or deer.

Fixing Call of Cthulhu Sanity (Again)

There are obviously problems with Call of Cthulhu’s Sanity system: all of the problems of any hit points style system for modeling trauma; it can be problematic with regard to real-world mental health; it is hard to get players to act against themselves when suffering a bout of madness; the madness that you suffer might come from a list or a table, and therefore feel arbitrary.

As a way to address three out of these four concerns, I thought that it would be interesting to just treat Sanity as hit points. When you run out you can’t play anymore. But when you lose Sanity, take Sanity ‘damage’, you can choose to ‘soak’ some of that damage by taking on a bout of madness. The player chooses the madness that makes sense, maybe from a list the Keeper provides. This way players who want to power through and keep control of their characters can do so, but they will take big hits to Sanity (and for this rule, I would basically double Sanity damage as written). Otherwise, players get a say in what happens, which hopefully gives them buy-in, which hopefully makes them more likely to actually play the insanity to the hilt.

In systems other than Call of Cthulhu, even like D&D, the idea I would use is to provide XP when a character suffering from madness acts against their own best interests.

This also makes me take a moment to consider my house rule for Hold Person type spells. Hmm…

Social Abilities and Hierarchy

I like the idea that social skills function differently when interacting across a social hierarchy (it’s why I designed Parsec that way). Taking D&D’s social proficiencies as an example (Deception, Intimidation, Persuasion), I might say that all three work best with someone who shares your place in the hierarchy; Deception works when dealing with someone higher than you (“Of course, m’lord”); while Intimidation is the default when dealing with someone beneath you (“You address me as ‘Your Grace'”). If you are using those social skills in other ways, you roll with disadvantage (a pauper Intimidating a Prince, a Prince trying to Persuade a pauper, etc.). I also like what this says about how differences in power shape (corrupt) all social interactions, even when the people in those interactions don’t mean to.

If you don’t buy the Deception rule – when was the last time you were honest with your boss? If you don’t buy the Intimidation rule – how do you feel when a cop pulls you over and starts asking you questions with a hand on his gun?

Passive and Active Perception (The Investigation vs Perception Problem)

D&D, even RAW, has an Investigation and Perception problem. The problem is that they are used inconsistently in the rules text. It isn’t clear what it means to use Investigation as compared to Perception. Both have a passive score on the character sheet. Both are used for searching. Perception is the far more useful of the two, honestly. In most games, there isn’t much reason to take either Insight or Investigation compared to Perception.

For my own games, if you are actively looking for something, I use Investigation, and when we are rolling to see whether you happen to notice something, it’s Perception. Investigation is something like active senses, and Perception is something like passive senses.

I had the idea to clarify this someday with abilities in a game. For active perception, I’d use Attention, and for passive perception, I’d use Sensitivity.

Add Some Grit To Your 5E D&D

5th Edition D&D is a game that starts off as survival horror, where anything you encounter can murder you and you are scraping for basic supplies, and very quickly becomes a game where it is very difficult to die and gold has no meaning. That initial curve is a steep one, and sometimes I find the change to be jarring between level 1 and the 3-5 range. I have been reflecting on some simple ways we can add some ‘grit’ to D&D 5E, without having to rewrite the rules, or just throw up our hands and play a different game. When I say ‘grit’, I mean that the game remains a bit tougher for longer, and the high fantasy takes longer to overshadow everything. A 5th level character is still going to be nigh-unkillable, and gold will not matter for much longer, but there are a few changes one can easily make, including some things suggested by the DMG.

The Long Rest

As written, a long rest is kind of like clicking the “rest” icon in a video game and watching everyone’s health bars reset to full. Which is fine – that’s the kind of game that 5E is, and it’s fun. But it is in no way gritty. The DMG suggests that you make a short rest 8 hours and require a week for a long rest – in thinking this through, however, I feel like on an adventure this would strongly preference classes whose abilities refresh on a short rest (i.e. monks, warlocks, etc.) and be punishing for classes who need a long rest to refresh abilities (clerics, fighters, especially wizards).

Another option is to restrict long rests to places where the PCs are safe and comfortable. Out in the wild, they can take a long rest to recover abilities that require that time, but they don’t get to refresh hit dice or refill hit points unless they are somewhere that provides sanctuary – an inn, a safe and comfortable campsite, etc. The idea is similar to that of Sanctuaries in The One Ring and Adventures in Middle-Earth, TOR using 5E rules. You don’t really get that deep, revitalizing sleep unless you are someplace safe. Instead, when out in the wild taking a long rest, you can roll hit dice not nothing else, and if you are out of hit dice, you have to depend on other abilities like a bard’s Song of Rest and healing spells or potions to recover. I think this would be enough of a limit without being punishing for classes that require a long rest to reset abilities.

Darkvision

Another rules hack to add some grit is to take all instances of darkvision as a racial ability and replace it with low-light vision, enabling those species to see twice as far in bright and dim light, but no one can see in absolute darkness. What this does is force the PCs to manage light sources, and this alone will add an element of mystery and tension to exploration. If half the party can’t see 60′ in every direction, but rather they have to decide who is brave enough to hold the light sources and who will be scouting at the edge of that circle of precious light – it’s a different feel that is simple to accomplish. For added tension, let monsters keep their darkvision.

Prestidigitation

For the literal grit that reinforces the metaphorical, thematic grit, I think the prestidigitation spell has to be nerfed. As written, it is a cantrip that enables everyone to be constantly clean, fine-smelling, and eating delicious food. It’s a ‘reset’ button you can hit at the end of every encounter, and ironically even though it is just a cantrip it is sometimes one of the most jarring things about 5E for me as a player and DM.

Thematic, metaphorical grit requires some level of literal grit. PCs should come back to town with scrapes, smudges, and dried blood on their clothes. Slogging through mud all day exploring should leave you sweaty and caked in filth. Germaphobic characters should have to beg others to carry them through bogs, or use magic to hover, or something.

So in this gritty hack, prestidigitation allows a caster to recreate simple sleight-of-hand magic only. They can pull a temporary flower out of a sleeve, or make a single coin disappear or reappear. This requires no roll, but shouldn’t overlap too much with the Sleight-of-Hand Proficiency either. This is the equivalent of druidcraft or thaumaturgy – little elements of detail and color that the caster can add to her roleplaying that reflects who she is without also doing the party’s laundry.

Encumbrance

Pretty much every group I’ve ever played with has ignored encumbrance rules, except when playing Torchbearer, since encumbrance rules are central to that game. I think that encumbrance adds an element of grit to D&D. Before a fight, everyone has to drop what they’re carrying or else suffer penalties. If you flee, or there is some disaster (like a flood or fire), you might lose your precious equipment, made even more precious by a lack of darkvision. Imagine kobolds attacking the PCs, who drop their gear and fight. Then the kobolds retreat, and the PCs find that others have snuck in behind them and stolen what they were carrying. They know they are days from the surface, and have no food or water or light sources except for what they can produce with magic. Suddenly those kobold bastards are the scariest thing down here.

Magical Food and Water

In theory, an adventuring party could live off of goodberry or create food and water long-term. Create food and water requires a 3rd level spell slot, which is nothing to sneeze at (you could also fly around, or incinerate a room-full of people at that point), as well as the presence of a cleric or paladin. Goodberry of course requires a druid or ranger, but is only 1st level. The way I would hack goodberry is just to have it provide the listed 10hp of healing (which is a lot at level 1) but not actually sustain a person. I see it kind of like fairy-food – it has a magical effect on you, but doesn’t actually nourish you. Maybe you don’t feel hungry, but your body isn’t actually being fed, so you’ll incur exhaustion over time if you don’t also eat some real food.

What house rules or hacks would you use to make for a grittier 5E D&D game? 

My D&D 5E House Rules

Updated a bit, so this is a re-post. Yay!

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.

This house rule does give somewhat of an advantage to classes that can partially recover their abilities with a short rest, like Warlocks or Monks. I would have to playtest this house rule to figure out whether it is too unbalancing.

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 coins, gems and art objects 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. (Maybe the haggling DCs are just the buying DCs, +2)

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. In essence, they will function as powerful first-shot weapons, and I think that this fits their historical use pretty well.

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. The heading is a link to my full post on 10th level spells.

Deeper Backgrounds, and Backgrounds as Level 0

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. I also linked my post about treating Backgrounds as 0-level classes, adding a bit of survive-ability to first-level characters.

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).

Prestidigitation and Animate Object

I just personally dislike Prestidigitation as it works in 5E – it takes me out of what’s going on every time to have someone doing magical laundry every day. House rule is that it allows you to perform sleight of hand tricks like a stage magician and that’s pretty much it. Still can be used creatively, but isn’t the cure-all for discomfort.

In the case of Animate Object, it’s simply broken if used to animate 10 daggers, so I would say that you have to animate objects one at a time. Otherwise you get a ‘cloud of daggers’ effect that deals a potential 10d4 +40 damage every round.