
Mounted Combat in 5e
House rules for D&D 5e make mounted play dynamic: training levels, riding vs war mounts, shared initiative, bonding, bolting, bucking, and equipment.
House rules for D&D 5e make mounted play dynamic: training levels, riding vs war mounts, shared initiative, bonding, bolting, bucking, and equipment.
A simple system scores social encounters by stakes and change, maps them to CR vs party level, and awards shared XP to encourage noncombat play.
Streamline 5e item crafting with recipe tracking, simple foraging and harvesting checks, and CR-themed major ingredients that create proactive hooks.
A concise set of 5e tweaks and table conventions, from exhaustion and movement rulings to rest limits, feat bans, and session etiquette for smoother play.
Clarifies what skill challenges are, sheds 4e baggage, and offers pacing and resolution tools from the DMG and other systems to enrich 5e play.
Potion crafting guidelines with costs and times, Alchemist subclass tweaks, mundane item recipes, and streamlined foraging and harvesting house rules.
Analyzes GWF and Champion crits in 5e using math and simulations, finding modest damage gains and evaluating common house rules.
Remix adds Icewind Dale politics and Duergar intrigue, caravan hooks, harsher travel and survival rules, and darker Auril sacrifices for 5e.
Proposes a rule-of-three progressive failure framework for 5e skill checks to build tension, preserve agency, and avoid swingy all-or-nothing outcomes.
Compares 5e roll modifiers—add vs replace—ranked for normal and crittable checks, with simulations showing Elven Accuracy, advantage, cover, and luck impacts.