"My players think it's cool to have bigger numbers" is not a good goal IMO. Then they end up giving all the foes 3x the normal HP, and now, what did you accomplish? So IMO changing rules or mechanics should be done carefully and with a specific goal in mind. It can often go wrong, though - we get stories here all the time of "I had everyone do 3x normal weapon damage because rule of cool! But now combats are too easy, what do I do?" DnD Instead, its an overpowered buff for the cursed character. Some people really love fiddling with the details of the system, and that's OK. energy to undo a debilitating effect This D&D 5E build, the PeaceChron. In your particular case, I would try to resist the urge to modify 5e to be more like 3.5, but again, maybe doing so works fine in your group. There's no real right or wrong answer here - even the most ridiculously bad homebrew class might work fine at some tables. When it comes to homebrew rules and mechanics, well, most of it is not well designed. ![]() There's always things that come up that are not explicitly defined in the source material. 19, 2019, by Wizards of the Coast (ISBN-10. ![]() ![]() ERftLW Eberron: Rising from the Last War by Jeremy Crawford, James Wyatt and Keith Baker, published Nov. I have the Redblade program, but it's old, and could use some updating. MM Dungeons & Dragons Monster Manual (5th edition) by Mike Mearls and Jeremy Crawford, published Sept. Everyone does it at least a little, even when running a published module. Which is the best 3.5 edition 'Character Generator', for Windows, that you can download for free. Homebrewing adventure content is very standard.
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