"Worse with mass immigration"
Yikes. Way to be a troll.
It's not the hot points that bother me, it's using all the different d&d dice (D20, d8, etc). I like that other pbta games just use 2d6
Chasing adventure was a 'house ruled' Dungeon World, but now is its own published thing.
What does Homebrew World change?
I am just looking for other peoples experience with 'House Ruled' variants and spin offs of it. I only have experience with MotW, and I find the hit points in Dungeon World kind of awkward.
make the nets wider by just a few inches. Increases scoring, goalies can keep there armor. what do we lose?
Dungeon World Variants
I like Dungeon World, but there are some things I don't like. I don't like the damage dice especially. It makes it more like D&D than I want to be.
I have seen mention of some variants, and I checked out the free version of Chasing Adventure which seemed more like what I was looking for.
What are the other Variants people have played, and what are they like?
undefined> too many set house rules, but I do make rule calls on the fly that don’t necessarily follow the handbooks, as I’m sure many DMs do. I am always aiming for rule of cool, and good for the story calls. In the end, we are here to have fun. If I make a call that gives the party an unintended advantage of a step up in some way, be damn sure I’ll make sure that gets balanced out somehow…
We’ve always played that healing potions can be consumed in a bonus action or an action to use one on an unconscious player.
I adapted the 'Icon Relationships' in 13th Age to be more like your Karma rule. It plays a little more FATE like. They get points, they spend points. Lets them get out of a touch scrape while giving them some agency
House Rules
I am curious what house rules people play with when the game. This is mostly aimed at the 5E crowd but I am still curious what changes people think are so necessary there are House rules added for them.
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In 5E we always played with Drinking a Potion was a bonus action if you had it 'on your belt'. Meaning everyone would have one potion they picked to be in a 'ready' state.
In 13th Age we allow a Potion to be drunk as a Quick Action if the player makes an Easy Save, on a fail they have to roll the save again on their next Quick Action.
In 5E we basically ignored Encumbrance and just made a judgement call is something was 'too much'. (13th Age already does this in the rules)
The events of January changed my plans to go back to 5E after playing Fate for a campaign (Star Trek). After ignoring it completely I decided to look at 13th Age, and I liked it. My group are all enjoying it more the 5E as well. It isnt perfect, but it tends to not focus on the things that we all wanted to not focus on, while still staying true to the "D&D" feel. Pathfinder 2E is the other obvious option but most of my group prefer less 'crunch' not more. Monster of the Week or Dungeon World are next on our list to try.