Turn Undead: 3.5 House Rule

I still play a lot of 3.5. It’s my primary RPG, and generally the default game my home group plays. I play other games with other groups pretty often, but when I call my buddies up to get a rpg game going, it’s probably 3.5. We’ve played a lot of 3.5, and we almost alwaysContinue reading “Turn Undead: 3.5 House Rule”

5e Condition Tracks

I’m a big fan of condition tracks, and alternate win conditions outside of just dealing piles of HP damage until death. Since I’ve been playing Star Wars Saga Edition a lot lately, I’ve rediscovered my love of their condition track. It’s an elegant solution to the problem D&D games have where a creature is eitherContinue reading “5e Condition Tracks”

Use the Force: Saga

I’ve been playing a bit of Star Wars Saga Edition lately and dug out a lot of my old house rules and ideas from when we played all the time. Some, like Astrogate are back in circulation, and others are… not. One area my group always complained about, and I’ve had relatively positive feedback around,Continue reading “Use the Force: Saga”

Parties: House Rule

Chamomile introduced some party rules for 5e in Irena’s Guide which I discussed here. They are pretty solid, and I won’t pretend I’m original. I’ve used parties to launch my last two games, but neither were 5e. Instead, I did some quick conversions to 3e, and Star Wars Saga edition, and they have been someContinue reading “Parties: House Rule”

Spawn Points: 4e House Rule

Spawning points were one of my more popular 4e house rules. 4e gets a lot of flak in the RPG community. I don’t expect to change anyone’s mind and convince you that it’s the greatest game ever. I do think there are some ideas that were improvements on 3e or solidified rough 3e ideas whichContinue reading “Spawn Points: 4e House Rule”

Yer’a Wizard

‘Wand, magic sand, one Turkish massage owl . . . where can I ever obtain such obscurities?’ HP The Academy Wizard Class The Academy wizard is a homebrew 3.5 character class designed for a campaign set within the world of teens whisked away to a magical school. You get the setting, so I won’t elaborateContinue reading “Yer’a Wizard”

Expeditions: 5e House Rules

Hexcrawls are having a huge comeback now-a-days, thanks to the OSR movement, and 5e’s general embrace of editions older than 3e (something WoTC had not previously done). When people talk about fantasy epics, the journey into the unknown is one of the biggest drivers there is. People like the idea of being frontier folk, outContinue reading “Expeditions: 5e House Rules”

Outlanders & Explorers: 5e

For a game that coined the term “Three Pillars”, 5e sure loves to let folks ignore two of them. The exploration pillar, while not outright ignored like the roleplay pillar, doesn’t get a lot of love when compared to the combat pillar. There’s a bit about tracking overland movement in the DMG that’s pretty good,Continue reading “Outlanders & Explorers: 5e”

Tarrasque: Revisited

The tarrasque is the iconic campaign ending D&D monster. It’s almost a joke or a meme at this point, where the tarrasque is a “and then everyone died” punchline. It’s often the first big monster that new players find that gets them excited about one day fighting this gigantic kaiju. This is pretty ironic, sinceContinue reading “Tarrasque: Revisited”