dnd 5e – Impact of Proposed Healing House Rule?

It makes the Healer feat (kinda) pointless

Healer feat says:

As an action, you can spend one use of a Healer’s Kit to tend to a creature and restore
1d6 + 4 hit points to it.

That’s a maximum roll of 10, not counting the additional points gained for hit die, granted. With a high Medicine skill, a good roll in the house rule could heal 20+ HP

Numbers-wise this looks like:

  • House rule: 1d20 + Medicine bonus hp healed. 10 minutes, 1 kit charge. No feat required.
  • Healer feat: 1d6 + 4 + patient hit die hp healed. Action, 1 kit charge. Feat required.

So in terms of healing output, duration, and accessibility, the house rule is preferred on two of three criteria and makes it seem like there’s no good reason to take the feat.
There could be some analysis to see at what point will number of hit die make the healer feat do better average healing, but I’ve not crunched those numbers.

dnd 5e – Good house rules for 1-on-1 game

I’m DMing a game for my son so this is his solo game, and first D&D game. For any dads or anyone else with 1 on 1 gaming experience, what are some good house rules to add? I was thinking of bonuses like doubling his proficiency, giving him an extra HD per level, extra actions, etc to make his character more survivable. Especially at low levels, as a single unlucky critical hit can end his game. But I don’t want to break the game.

Something I’d rather not do is just throw 1 enemy at him at a time. We had 2 encounters so far. The 1st encounter with 2 goblins was successful but he almost died. The 2nd encounter with 3 goblins had him drop to 0 HP, but I wrote it off by saying they captured him instead of killing him outright. For his next session he’ll have to find a way to escape.

So rather than just giving him 1 thing to fight every time, what are some other ways I can make his character more survivable while giving him exciting fights?

If it matters, he’s a 1st level fighter.

house rules – How can I write a formula for this houseruled roll in AnyDice?

The trick to modelling these kinds of dice pool mechanics efficiently in AnyDice is to make use of the fact that each die in the pool is rolled and counted (and possibly rerolled) independently of the others.

This allows us to first calculate the probability distribution of successes for a single die of each size, and save it as an AnyDice “custom die”. We can then add together any combination of these custom dice to get the distribution of successes for any dice pool.

So, let’s see how to actually do that. First, we need a function that will calculate the success distribution for one die. If we didn’t have the explosion mechanic, this would be really easy to do ā€” just something like:

function: roll ROLL:n target TARGET:n {
  result: ROLL >= TARGET
}

output (roll d6 target 5) named "single d6, no explosions"

The trick here is that, when you call a function expecting a numeric parameter (i.e. one marked with :n) but actually pass in a die (like d6) instead, AnyDice will automatically call your function for every possible result of rolling the die and collect the results into a new custom die.

Actually, for the simple example above we could’ve just done output d6 >= 5 and skipped the function entirely. But we’re going to need a function to implement the explosion mechanic anyway. The new trick there is that we can have the function call itself recursively when an explosion occurs, e.g. like this:

function: roll ROLL:n target TARGET:n explode MAX:n limit LIMIT:n { 
  if ROLL = MAX & LIMIT > 0 {
    result: (ROLL >= TARGET) + (roll dMAX target TARGET explode MAX limit LIMIT-1)
  } else {
    result: (ROLL >= TARGET)
  }
}

output (roll d6 target 5 explode 6 limit 3) named "single d6, max 3 explosions"

Note how I’m reducing the LIMIT parameter by one for every nested function call, thus ensuring that the rerolls will stop when the limit goes down to 0. Also note that I’m using the MAX parameter for two different purposes: both to specify the roll on which a reroll should happen and to define the size of the die used for the reroll. I could’ve used separate parameters for those, but that would’ve made the function call even more verbose.

Anyway, now that we have a function that lets us roll a single die of any size and count the number of successes, we can do the for each of the die sizes and save the results as custom dice:

PROTAGONISM: 2

SIX: (roll d6 target 5 explode 6 limit PROTAGONISM)
EIGHT: (roll d8 target 5 explode 8 limit PROTAGONISM)
TEN: (roll d10 target 5 explode 10 limit PROTAGONISM)

And then we can roll any combination of those custom dice that we want to get the distribution of success counts:

output 2dSIX + 2dEIGHT + 1dTEN named "2d6 + 2d8 + 1d10, protagonism (PROTAGONISM)"

And there we have it. Here’s what the output of the complete program looks like:

AnyDice screenshot

One minor detail worth noting in the complete program linked above is that I also added in the line:

set "maximum function depth" to PROTAGONISM + 1

Normally AnyDice limits the number of nested function calls to 10, and it turns out that this isn’t quite enough if you set PROTAGONISM to 10. Setting the limit to one more than the protagonism value is sufficient for our purposes.

However, it also turns out that the protagonism value really doesn’t have all that much effect is practice. For example, if we run the code above in a loop for all protagonism values from 1 to 5 and plot the results as graphs, they look like this:

AnyDice graph mode screenshot

Notice how all the graphs are basically drawn right on top of each other, and that the mean success count shown in the legend is also almost the same for all of them (approximately 2.56 for protagonism 1, 2.60 for protagonism 2 and 2.61 for all higher values).

Basically this is because getting more than one reroll in a row is very unlikely ā€” a one in 36 chance for two consecutive rerolls on a d6, less for bigger dice and much less for longer chains of rerolls. So basically, while it might feel really awesome to get the rare triple explosion on a roll, it happens so rarely that it doesn’t really make any difference to the averages. And with your success counting mechanic, the reward isn’t even all that much ā€” all a reroll gives you is a (chance for) a single extra success point, which may not even make any difference if you’re not just under the difficulty target.

Honestly, I’d recommend either rethinking the protagonism mechanic to give better rewards, or get rid of it completely and just allow unlimited rerolls.

dnd 5e – House Rule – Upcasting Enlarge / Reduce to extend duration

The party is deep into my 5e-updated classic Greyhawk Giants series.

The hill giants and their orc and goblin minions have attacked the Sterish city of Headwater and have taken about a quarter of the city. The party is about to embark on a mission to go behind enemy lines, kidnap and assassinate a stone giant who is critical to the hill giants’ city / siege offensive as being their only trained engineer. While the party’s patron recognizes that the stone giant needs to die, she also recognizes that at present the Stone Giant Thane has not joined the giant alliance and wants to keep it that way. Thus, she is requesting that they carry the body of the slain giant honorably back to his Thane in an effort to preserve a fragile peace between the humans and the stone giants. I would like the party to be able to accept this mission, without it becoming either a logistical challenge involving wagons and draft animals, or without loaning them a portable hole.

Instead, I would like to provide them with a version of the Enlarge / Reduce spell which is in all aspects identical to the original except that it can be upcast to extend the duration.

I figure the giant is 17 feet high and 1000 pounds; after reduce it would be 8.5 feet and a manageable 125 pounds.

For this version of Enlarge / Reduce I am proposing that:

When cast at 3rd level against living creatures, it lasts 10 minutes

When cast at 3rd level against objects, it lasts 1 hour

When cast at 4th level against living creatures, it lasts 1 hour (similar to polymorph)

When cast at 4th level against objects, it lasts 8 hours

When cast at 5th level against living creatures, it lasts 8 hours (much less than geas)

When cast at 5th level against objects, it lasts 24 hours

The party Wizard is currently 8th level and getting close to 9th. Requiring her to use both her fourth level slots and maintain concentration for the duration of travel every day in order to move swiftly and stealthily into the mountains with the body is just the right level of challenge for the group.

My only concern is that allowing this version of the spell to the party wizard permanently will have some unforeseen interaction with some other spell, ability, or item that I will later regret. This question, for example, asks about upcasting enlarge to permit two changes in creature size, and answers identify the interaction with levitation and grappling being problematic. I am interested in a similar troubleshooting review.

dnd 5e – What balance pitfalls result from this house rule regarding levitating creatures?

My table is considering the following house rule:

A creature suspended above the ground and unable to move on its own
(e.g., under the effect of the levitate spell) is especially
susceptible to forces that would push or pull it. When you
successfully target a suspended creature with an effect that would
move it, you can choose to move it an additional number of
feet equal to 5 times your relevant ability modifier (e.g., your
Strength modifier if you shoved the creature with a special melee
attack, or your spellcasting ability modifier if you used a magical
effect, such as the gust spell or the shove effect of the
Telekinetic feat). The additional movement must be in the same
direction as the normal movement caused by the effect you used.

A creature with a flying speed is not affected by this rule.

The logic here should be obvious — a creature hanging in mid-air, with no ability whatsoever to stop itself from being moved, should be easy to move. But what are the implications of such a house rule from a balance standpoint? Are we setting ourselves up for headaches?

(For context: this might seem like a corner case, but we’re playing a heavily psionics-themed campaign, and so maximizing players’ opportunities to embody the tropes of telekinesis even at low levels is important. It isn’t inconceivable that someone else in a similarly-themed campaign might have similar ideas.)

dnd 5e – Is it a game breaking house rule, if all in combat healing source heals the rollable maximum?

In the next week I will start a new campaign where I will be the DM. The players will be totally new to the DnD World, and because of that, I want to let them to freely choose the class and race which they want to play, but it seems like there will be no healer PC, just damage dealers and some kind of PC which maybe will have some healing.

I want to play with them in a relatively long campaign (I’m planning from level 1 to 20) and because of that, I really want to give them more opportunity to overcome the missing healing power. Will it break anything, if I let the semi-healer PC to heal the maximum roll-able number with any healing skill, which he/she uses in combat? For short rest I wouldn’t allow this house rule, so I really want to know, if it would be too powerful in combat house rule or not, and why?

warhammer 40k – House rules for Force Fields

We are thinking about changing the rules for Force Fields in our Rogue Trader RPG as we see some problems:

  • The percentage is rather cumbersome and adds a lot of rolling dices during the combat.
  • The “complete or no” negation is an issue. With that kind of rules, a Force Field can completely negate the shots of tanks or even titans for several rounds, specially the stronger fields like the Eldar Force Field with a shield rating of 75.
  • It doesn’t really match with the fluff. Goge Vandire had himself shot and was protected only by a force field, a risk he’d probably not have taken if the Rosarius only had a 50% chance of stopping the shot.

Has anybody created house rules for those shield in order to address these issues? I’ve found a discussion in the FFG forum and there are some interesting suggestions but in the end, they all lack of the problems mentioned above.

We’ve thought about a fixed number of hit points for each shield but a member of the party is not happy about that. I therefore thought somebody here might have an idea on how to solve the issue. Suggestions from other systems using force fields are also very welcome.

trains – Moving house hold items from Bangalore to Delhi

I am shifting from Bangalore to Bareilly in next 2-3 months. Though most of my house hold items I am planning to sell on olx, but there are few items which were purchased by my brother and he is no more. So I want to take those items with me, which includes:

  1. One washing Machine: 40 to 45 KG weight max
  2. One pair of tower speakers: 14 to 16 KG weight
  3. One baby stroller: 7 to 9 KG weight
  4. One special wooden chair for disabled baby: 10 to 15 KG
  5. One LED tv: 43 Inches: 8 to 10 KG weight
  6. One carton box: Contains some utensils: 15 KG
  7. One carton Box: Contains clothes: 10 to 12 KG
  8. Two mixer grinders: 4-5 KG each

Can I get a basic idea about two things:

Whether they will accept the booking from Bangalore to Bareilly, Uttar Pradesh directly, saying that there is no direct train.(Doesn’t matter if it is booked as luggage or parcel)?

What can be approx cost for parcel of above items in total?

house rules – How to create a Full Borg Character in Cyberpunk Red?

So I recently got the cyberpunk red core rule book and have been making characters for it. I’ve been enjoying character creation for it but I do have a question. See I’ve been wanting to make a solo character that has gone full chrome/borg and is on the edge of cyber psychosis, Mostly cause I think it would be fun to rp, but I noticed that the red handbook doesn’t have rules for full chrome players. I know 2020 had rules for it but I don’t think it’s updated for Red.

So my question is does anyone have any ideas on how to create or run a full chrome character whether they be official or homebrew. I think it might make sense to have a big armor bonus but also have it be majorly expensive, and cost a lot of humanity.