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Old School House Rules for D&D 5E

Run your 5E games more like Old School games!

Detailed in 32 PAGES ANY DM or PLAYER can EASILY UNDERSTAND

Yes! You heard that right! These are a set of HOUSE RULES for 5E D&D that you can use to make new-school feel more like old-school. But why?? Well, 5E is pretty darn good, but with a bit of old-school tweaking it gets a LOT better for players AND DMs. 


Here's a few topics we cover:

  • Races
  • Ability Scores
  • Alignment
  • Classes
  • Equipment
  • Encumbrance
  • Healing
  • Skills
  • Stealth
  • Initiative
  • Roleplaying
  • Undead
  • Broken Spells
  • Cantrips
  • Magic Items
  • Called Shots
  • Morale
  • Critting/Fumbling


And more! Some of these topics are fairly brief, like my house-rules on ability scores. Some are extensive, like my rules on healing and fumbling, and might require charts. And others are simple tweaks to existing rules like the damage resistance of skeletons. All the rules are optional ideas, and many have more than one approach to pick from, and others are merely tips and suggestions on playstyle. 

All the rules have one goal. To help your players engage their imaginations with less effort, and thus help your worlds to feel more gritty, immersive and real.

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