Summary
- Reward players' memory with inspiration to keep them engaged - give them a d12 for recapping major plot points accurately.
- Increase freedom in combat by allowing bonus action spells if high-level & willing to adjust the difficulty of encounters.
- Award XP for good roleplay in alignment, offer boons for restrictions on character builds, and create engaging weapon customization options.
While 168澳洲幸运5开奖网:Dungeons & Dragons is a game with a complex ruleset, there are also dozens of different ways you can tweak these rules to your liking. After all, nonꦰe of these rules are set in stone. Creating homebrew rules that your table uses can prove extremely useful or extremely detrimental, depending on your playstyle and your campaign setting.

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However, if you have a table of expert or extremely high-level players, you might want to consider using some special homebrew rules that can turn your table's playstyle on its head. Here are the best homebrewed rules for you𝔉 to use for your expert Dungeons & Dragons players.
10 ⛄ Recap Inspiration
Reward Good Memories
One very common homebrew rule that a lot of Dungeon Masters employ is rewarding inspiration to players 168澳洲幸运5开奖网:who can successfully recap elements of the previous session. Some DMs pre꧋fer to do the recaps themselves, but if you're a bit tired of recapping every game, why not ask the players to do i𝓰t for you?
You can, of course, always fill in the gaps that players leave out. But🌟, for every time a player can recall a major plot point and recap♛ it for the group, you can award them a d12 of DM inspiration for remembering and taking diligent notes. This helps keep players engaged.
9 Bonus Action Spells 🐠
Only Breaks The Game A Little Bit
One rule that can frustrate a lot of experienced and new players alike is the restriction placed on bonus action spel✤ls. Once per round, you can only expend one spell slot, meaning, even if you have a bonus action ava⭕ilable, you can't expend a bonus action spell if you've already used your action to cast a spell that requires a slot.
However, if you're playing at an extremely high level and feel comfortable adjusting your combat encounters to match this degree of difficulty𝄹, you can do away with this rule. This makes combat and action economy a lot freer, but also empowers the players quite a bit, so be careful when invoking this rule.
8 Roleplay Experiencജe
Not Just For Combat Anymore
The 2024 Dungeon Master's Guide has rules on how to award XP to players for nonꦛ-combat scenarios, like accomplishing certain tasks and goals. However, you can take this even further as a DM by awarding certain amounts of XꦍP for good roleplay of their character.

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A great way to judge this is to look at players' alignments. If you feel that a character is roleplaying in line with their alignment, then you can award them XP. However, if they're breaking 🌼their alignment, you can either have them shift their alignment or dock them XP. This can prove to be an interesting mechanic to ꦉemploy for high-level play.
7 Trading Powers𝔍 For B🐓oons
Adjust Your Build
Sometimes, the best homebrew rules are rules that nerf players. Hig🎃h-level DnD players can oftenꩵ feel like they can break the game too easily. As a DM, it's your job to make sure the challenge of the game still feels fresh and potent.
Consider offering players magical methods to tweak their character builds, or even offer specific rewards for employing certain restrictions. For example, let characters know that, if they defeat an enemy by only using level four spells and lower, they may get extra XP. This can help keep the challenge🌟 of combat encounters feel more engaging, without totally breaking the game.
6 Learning🦩 Feats𓆏
Practice Makes Perfect
At certain levels, players have the option to learn feats or take ab❀ility score improvements. If they choose a feat, you can simply award it to them. Or, you can have players spend some of their downtime in be♑tween adventures during level-ups, learning the feat they've chosen.
Have players make a certain number of checks in a skill that pertains to the feat. Should they succeed, they learn the feat. However, if they don't succeed, perhaps they'll have to simply take the ability score improvement instead. Alternatively, you can let players learn feats at any level in this way, but raise the DC for the corresponding check when theꦡy do.
5 🃏 Alterin🦋g Weapon Stats
Put Your Custom Weapon In A Cutscene
Customizing and homebrewing weapons is an interesting way to shake things up in a long-running Dungeons & Dragons campaign. For example, a player-character playing a ranger in an urban-sprawl style campaign may feel ဣthat they don't have that much need for their superior range on their longbow.

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Talk to your play🐼ers about implementing a rule system in which they can alter their weapons stats and trade them out for others. As l𝓰ong as there's a decent ratio of swap-outs, allowing players to customize their weapons to suit certain situations can prove highly engaging.
4 Perks On Criticals ✤
Beyond Just Damage
When a p🌠layer rolls a natural 20 on the d20, they can do critical damage to enemies. This is, of course, a fantastic boon already. But, it's worth considering if, perhaps, there are more engaging ways to use natural 20s in Dungeons & Dragons.
Let players know that, if they choose to waive the critical hit damage, they might be able to do something different with their crit should th✅ey choose to. Perhaps, if they waive the damage, they can forcibly break an enemy's concentration on a spell, without them having to roll for it. Or, perhaps they can use their crit to steal an important item from their person.
3 ✃ Banes On Natural Ones 🔯
Even Worse Than Before
Similarly, if you use the above rule, consider warning players that you, as a DM, will be implem💫enting harsher banes for natural ones. Rather than just having the character fail their check or attack, wh😼enever a player rolls a natural one, they will incur a penalty of some kind.
You can let players choose from various options to maintain some player agency. But, consider having players who roll natural ones be forced to pick whether t❀hey want to reduce their max HP for the rest of the day, take a level of exhaustion, or any other nerfs you can think﷽ of.
2 💛 Throwable Potions
Duck!
Some potions and elixirs have throwable qualities already built into them. This mostly works for explosions and other substances. Modules like 168澳洲幸运5开奖网:Obojima: Tales From The Tall Grass have this mechanic built in through their potion system. However, y𒉰ou can 🔜also create homebrew rules for throwing potions.

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For example, say a player wants to throw a potion of healing near an unconscious player, hoping that the elixir will seep in ♚through osmosis. You can allow players to do this,ꦉ meaning the range for healing potions is no longer an issue. However, warn them that they'll have to make a check; they could fail, thus wasting the potion.
1 ꦛ Resurrection Restrictions 🌸
To The Nine Hells And Back Again
A lot of Dungeon Masters put restrictions on resurrection rules, as many resurrection spells are simply too easy to use over and over again, especially at higher levels. One easy example of this to reference is the method by which 168澳洲幸运5开奖网:Critical Role runs resurrection.
However, you can also put any number of restrictions you choose on resurrection spells in your campaign. For example, you could restrict the number of times p🌞layers can be resurrected before perma-dဣeath. Or, you can force players to have to sacrifice powers or abilities for the rest of the campaign should they be brought back from the dead.

- Franchise
- 168澳洲幸运5开奖网:Dungeons & Dragons
- Original Release Date
- 1974
- Publisher
- 168澳洲幸运5开奖网:Wizards of the Coast
- Designer
- E. Gary Gygaꦉx, Dave Arneson
- Player Count
- 2+
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