There are two types of campaigns: newbie campaigns and veteran campaigns. Some of the following rules apply only to one type of campaign or the other. Those rules will clarify which campaigns they apply to, all other rules apply to all campaigns.

My goal with these house rules is to make a more clear and balanced D&D that is still playable in Roll20. They are not set in stone, and may change at any time. However, I will do my best not to change them in a way that screws over players.

Yes, much of this was taken from other places. Demoralizing, the exploration rules, and probably the some other things were lifted from Pathfinder. The magic item pricing rules were inspired by an article from the Angry DM. Continue reading “Dome of Heaven House Rules”

There was a post on reddit about moderating the player vs. player randomness when rolling ability scores. There was some sentiment that if you want players to be evenly matched, don’t roll; only roll if you’re okay with some players having better abilities.

I initially agreed with that assessment, and posted some stats about the expected variability. But then I realized that it is valid to want different levels of variability, so I went through my list of ways to roll abilities, and did some simulations to try and find a range of possibilities with different variability between players. Continue reading “Player vs. Player Variability When Rolling Abilities”

I saw some Reddit posts recently about rolling ability scores, or not rolling ability scores. I thought up a couple ideas, and started thinking about possibilities, and then went down the al-miraj hole of internet research. Listed below are the ability generating variants that I found. I broke them apart into individual pieces that can be mixed an matched. I tried to identify numbers that you could vary to fit your tastes, which I typically called N, with values people stated they were using in parentheses. Continue reading “Rolling Abilities in Dungeons & Dragons”