

For instance, bludgeoning/force critical staggers the target for -5ft of movement or takes away -2 AC for the damaged armor. Optional Additional Rule:ĭamage types provide some small disadvantages. You can treat the wound with a medicine check to stabilize it using an action(Eliminating the possibility of double damage) or using a healing kit for 2 hours to eliminate the wound or spells like cure wounds to close a wound up. An injury lets you target the injury with a disadvantage for double damage if you decide.

It's a mechanic where if the critical hit has been made, a nasty wound appears. This rule applies to monsters and players. I would rather have high-risk, high-reward tactical combat where my players are on their feet, where their decisions matter greatly, but the same goes for the enemies. Critical Hits Inflict a Wound Why this rule makes sense for my game: Not only that, those that lay arms can provide information or roleplaying moments. This homebrew rule allows my retreating enemies to join, alert, or prepare an ambush on the next encounter, making their retreat a win. This rule provides a bit more satisfying ending if I sense that the combat is futile from my end or I see it becoming a tedious slog. Maybe Orcs or Dwarfs are not that afraid that much of death in combat? This rule helps expand the roleplaying and provides a healthy balance with the upcoming spicy rules. This rule also helps the players notice the difference between monsters, beasts, and mortals. So much, that the enemies would lay their arms, yield, or flat out run the heck away not to end up like others. Seeing that more than half of your battle friends are gonzo, their leader is twitching from barbarian induced head trauma, that should demoralize you. Make your enemies feel the fear of death. Fear and morale are sometimes even more significant asset than a sharp sword or a powerful spell. This rule is a "Mega-Hardcore idea" that many players and dungeon masters don't like to think about much, which is that - nobody wants to die. On this rule, all of the rules I will present here will stand upon. Also, maybe try a one-shot with all the rules you want to implement before committing to them and see what works for you.

So I only advise you to use these rules if you and your players believe that they are a good fit for your table and there is something to gain from these rules. Failing to balance these homebrew rules detriments with the positives will result in tedious gameplay. To preface, all of these Homebrew rules shouldn't be all added to your D&D campaign if they don't make sense for you or your players. Let's find a way to give our games a little bit of spice while balancing it all with your player satisfaction.
#HOW TO HOMEBREW D&D HOW TO#
No one likes their character to die, fail, but I believe that players should learn how to thrive on their mistakes, not only being a hero, all the time. It's almost taboo to run games associated with " Ultra-Mega-Hard-Core" mechanics that can bring some negative feelings to the table. DnD 5e is great for newcomers, but it sometimes prevents mistakes, flaws, and tragedy, which creates memorable moments. This leads me to feel that DnD 5e is very forgiving in some of its aspects.

And to be honest, I'm a sucker for more tactical, grounded, and darker tones in my games. Playing DnD 5e it for a long time, I started to want something a little bit more out of it.
