Posted by : David Guyll August 27, 2012
Though I stick to the official rules for playtest sessions, here are some houserules that I am using in my D&D Next campaigns to make the game better for my group.
Maneuvers are linked to weapon categories and secondary ability scores, providing a minimum Expertise die value. For example, when you use Deadly Strike with a hammer or axe, your Constitution score provides the minimum roll you can make, while Parry does the same with daggers, swords, and Dexterity. I am thinking of lumping this in as part of a "Weapon Mastery" option for fighters that want to avoid nabbing too many maneuvers.
Also, some warlord maneuvers:
- Direct the Strike: As a reaction, one ally that hits an enemy with an attack and can hear you can spend your expertise dice for bonus damage.
- Inspiring Word: On your turn, you can spend an expertise die to allow an ally that can hear you spend one Hit Die as a reaction. Roll the expertise die and add it to the target's Hit Die result, though the total cannot exceed the maximum value of the Hit Die.
- Look Out: As a reaction, one ally that was hit by an attack and can hear you can spend your expertise dice to reduce the damage.
- Partnered Assault: When you attack, you can spend two expertise dice to allow an ally that can hear you make an attack against the same target.
- Scramble: On your turn, when you move you can spend an expertise die to allow an ally that can hear you to move half their speed.
These are no longer half/double damage, but have set values like they did in 3rd and 4th Edition. This means that dwarves cannot just drink poison without any ill effects, while giving them room to grow (like a tiefling's fire resistance did in 4th Edition).
I price a lot of things in silver pieces, so that it is feasible for someone besides a player character to actually afford a simple weapon and some armor (and reduce overall treasure to non-economic shattering results to compensate). This gives things like gold, platinum and gems a bigger wow factor, as well as making things like scale armor something that does not require a small dragon hoard to acquire.
Simple Spell Points for Wizards
Wizards start with 3 spell points per day, and it costs 1 spell point per level to cast a spell. (as with a sorcerer). When the wizard runs out, she is stunned until the end of her next turn.
Everyone's Weapon Attack bonus is reduced by 2. Heavy, high-damage weapons like maces and axes give you a +1 to hit, while more graceful, elegant ones like daggers and swords give you a +2 to hit (similar to how it worked in 4th Edition, just with reduced bonuses). Basic weapons in general tend to have a +1 bonus.