I’ll be DMing some more 5e soon and I want to take the opportunity to try some different ways of playing (I’ll post my own suggestions as comments so they can start their own discussion threads). What alternate rules have you tried that you thought worked well? They can be larger changes to the game or little QoL tweaks (though if you can respond to the suggestion with “at this point just play [different game] instead” then that’s probably more than what I’m looking for!)

  • Shiroa@kbin.social
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    2 years ago

    This one’s short and sweet. At level 4 PCs get the Score Improvement AND to pick a Feat. This has propagated throughout my whole group, but the original DM that started it reasoned "I think a lot of Feats are really cool, but a lot of people aren’t comfortable passing on their first Score Improvement to pick up something situational. So they get a freebie, because I want to see what uses they come up with.

    • smeg@feddit.ukOP
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      2 years ago

      I’ve seen a variant of this where everyone gets a free feat at level 1

    • jake_eric@lemmy.world
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      2 years ago

      This reminds me, I do something kinda similar. At ASI levels I give out a +1 and a feat, instead of the usual +2 or a feat. I agree that it’s more fun to let people take feats instead of feeling obligated to pick the ASI!

  • type_1@ttrpg.network
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    2 years ago

    This might be in the 5e DMG and I’m just forgetting, but I’m a big fan of the 10 minute exploration turn while the party goes through dungeons. I find that it helps things move faster and helps players feel like they’re getting enough time in the spotlight during the exploration phase. Rather than figuring out how far they can move in 10 minutes, I just allow characters either to move into an adjacent room (provided there is an unblocked passage to do so) or an action inside of the room. Actions in the room take the whole 10 minutes, but I usually let it slide if a player wants to perform a short sequence of actions to achieve a single result, the whole sequence getting represented by one roll if necessary.

    To streamline combat, I have ported over minions from 4e (Matt Colville and I actually converged on this, I had been doing it since I switched to 5e and didn’t find his video on it for years) and a modified version of the coup de grace rules. Minions are monsters with full stats and attacks but they die in a single hit, no matter how much damage they were dealt. For the modified coup de grace, if a player character deals half or more of a monsters HP in a single hit, even during normal combat, that monster dies immediately. Anything that gets the monsters off the field before they get boring really, since it allows me to throw out large waves of enemies that only take a few minutes to fight since many of them go down in one hit. I run a fairly heroic game of d&d so letting the players plow through enemies helps create the vibe I want during the game.

    • dumples@kbin.social
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      2 years ago

      I use the 10 minute exploration turn. I use 120 feet as the travel distance of new terrain they can travel. This is based on some older rules that specify for standard movement take the combat travel speed x4. You can also travel back over previous traveled terrain at 10x speed. You can move forward faster as well by sacrificing stealth

    • smeg@feddit.ukOP
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      2 years ago

      Do you use CR calculations to build your encounters, and if so how much is a minion worth?

      • type_1@ttrpg.network
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        2 years ago

        I do not use CR to build encounters, and I use milestone experience, but in 4e, a minion was usually worth 1/4 to 1/2 the experience of a monster with equivalent stats.

        • smeg@feddit.ukOP
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          2 years ago

          Cheers, the actual XP is less of a concern, I’m more concerned that I throw the right number of them at the players to be challenging without being fatal!

          • Urnchos@kbin.social
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            2 years ago

            I found long ago that trying to balance my 5E encounters in any way, shape, or form is just a hopeless endeavor.

            I just throw things at my party and kind of let 'er rip. Some end up hard, some end up easy, after a while you get a general gist for what they tend to be able to handle.

            • smeg@feddit.ukOP
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              2 years ago

              Fair enough, I know everyone likes to shit on the encounter builder but I’ve never had a problem with the results!

              • Urnchos@kbin.social
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                2 years ago

                I’ve found that the encounter builder is usually fine, but I would spend lots of extra time setting up encounters using it only to find that the things I plucked haphazardly were only about, say, 20% less balanced on average.

                At the end of the day it became a question on if it was worth it to run every encounter through that for being only marginally better than just grabbing and going. For some, they have the time to spare and it is worth it, and that’s perfectly great! For myself I found that the extra variance just made things interesting and that 20% extra imbalance could be made up by the odd sneaky adjustment on the fly if I was ridiculously off base in where I expected the fight to end up in difficulty.

  • jrruethe@social.jrruethe.info
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    2 years ago

    Drinking a potion of healing is a bonus action. Administering it to someone else is an action.
    Or you can use an action to drink it, and it restores the max roll (ie: 2d4+4 -> 12)

    Flanking is +2 to hit, instead of advantage. Like reverse-cover.

  • sonderiaom@sh.itjust.works
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    2 years ago

    Some bonus actions can be taken if you want to sacrifice your whole action.

    Potions have a straight hp gain instead of rolling, i.e. superior healing gives 20 hit points back.

    • smeg@feddit.ukOP
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      2 years ago

      Bonus action using your action sounds fine, I guess I’d have to ask players if they’re planning on using it for some exploit every round!

      For the potions did you mean that you can take the average value instead of rolling?

      • dumples@kbin.social
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        2 years ago

        I have allowed our bard to use its action to replace it as a bonus action a few times. Its usually used to grant inspiration and do his bonus action shove from telekinesis or use a bonus action spell with inspiration. It was common at the lower levels but stopped at higher levels since he has more options.

      • sonderiaom@sh.itjust.works
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        2 years ago

        For the potions, it’s a step for each rarity, Normal is 10hp, greater is 20hp superior is 30hp. Makes sense because it’s the same potion, why should it’s effects vary from use to use.

    • Shiroa@kbin.social
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      2 years ago

      Isn’t trading down actions RAW? A Full Action can be used to perform an extra Bonus Action, a Reaction (out of turn action with triggering condition expressed to the DM), or a movement action.

  • smeg@feddit.ukOP
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    2 years ago

    Variant: “Gritty Realism” a.k.a. the “Adventuring Week”

    I’d like to try having an “adventuring week” rather than an “adventuring day”, i.e. have X encounters per in-game week rather than the same number per in-game day. The Gritty Realism variant rules basically provide this though I think the name really puts people off; I’m not trying to add realism, just make it so you can have actual meaningful resource-draining encounters as part of something like a week-long travel (currently I’d need to throw in so many encounters that it becomes tedious, or have one-encounter days which we all know the problems with!)

    Has anyone tried Gritty Realism before, and if so how did you implement it and how did you find it? My main question would be:

    • How many days did you have per long rest?
    • How long were your long rests and did they need to be in a “safe haven”?
    • How did you adjust spell times?
  • smeg@feddit.ukOP
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    2 years ago

    Idea: extra XP triggers

    There are plenty of grumbles about experience points only being awarded for killing things, and the rules for arbitrarily giving out more for completing tasks are pretty vague. Does anyone have any suggestions to improve this other than “just use milestones”?

    I’m tempted to borrow some ideas from PBtA/BitD and give everyone some per-session XP triggers, e.g.

    • The barbarian solved a problem with violence or intimidation
    • The wizard pursued their magical studies
    • The character struggled with their Flaw
    • The character acted in a way that lived up to their Ideal
    • DrWyrm@ttrpg.network
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      2 years ago

      I have tried doing XP triggers before and I found it a little difficult to keep it fair between characters. If I were to do it again I would award the whole party XP when an individual fulfills a trigger.

      • smeg@feddit.ukOP
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        2 years ago

        Fair point, I think we’d definitely need a session zero where we decide the triggers together so everyone’s happy and they’re roughly balanced

  • AGodDamnGhost@lemmy.world
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    2 years ago

    Spell points instead of slots for sorcerers. Makes em feel more distinctive, works better with the limited spells known, and they need the flexibility to compete with other casters.

    • smeg@feddit.ukOP
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      2 years ago

      I’ve never played with spell points but I often thought they might simplify the whole concept of caster levels vs spell levels for me players

  • dumples@kbin.social
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    2 years ago

    I have made the following changes to Artificer since we do a lot of downtime to create magic items in my campaign. I had added a 5th level feature to reduce the time for common and uncommon and updated one at 10th level for Rare and Very Rare:

    Magic Item Capable:
    5th level artificer feature
    You’ve got the initial grasp on making magical items:
    If you craft a magic items with a rarity of common or uncommon, it takes you half of the normal time.

    Magic Item Adept:
    10th level artificer feature
    You’ve achieved a profound understanding of how to use and make magic items.
    You can attune to up to four magic items at once
    If you craft a magic items with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold
    If you craft a magic items with a rarity of rare or very rare, it takes you half of the normal time.

      • dumples@kbin.social
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        2 years ago

        We do structured downtime so we can invest this amount of time for my campaign. But it won’t work for every campaign

  • AlteredStateBlob@kbin.social
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    2 years ago

    Bards can use the help action at a distance by using their movement points. If you stand still and play your music to help your people, that works at a distance. The performance requires you to move in olace, playing the instrument. It has to be the full movement points for that round.

    Not originally by me, but I quite enjoy it that way.

  • klenow@ttrpg.network
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    2 years ago

    As PC’s progress, falling to 0HP in combat gets less and less meaningful. So I have used a rule that whenever a PC is at 0HP at the end of their turn, OR fail a death save, they take a level of exhaustion. It makes the 0HP yo-yo more dangerous, and makes it so “death” has some longer term consequences.

    • Grenade Salad@ttrpg.network
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      2 years ago

      My group uses this, but with a separate temporary exhaustion (we call it Trauma) that goes away on a short rest. Still handily serves the purpose of discouraging yoyoing without being too punitive.

    • jjjalljs@ttrpg.network
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      2 years ago

      I tried this for a bit and everyone hated it. We were only like 6th level though.

      A variant I considered but didn’t try was to track how far into the negative you go. So if you get slammed by a dragon for 40 damage and you had 10/60 HP, now you’re at -30. A basic healing word isn’t going to wake you up.

    • smeg@feddit.ukOP
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      2 years ago

      Does this end up overly punishing for the tank and largely irrelevant for the ranged attackers? Exhaustion can take a while to get rid of so I wouldn’t want to be too harsh on the front-liners just for doing their job!

  • smeg@feddit.ukOP
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    2 years ago

    QoL: PCs can choose to permanently drop down the initiative order

    I believe this was just a thing you could do in older editions but there are no rules for it in 5e. Sometimes going first doesn’t work well for teamwork (e.g. your Shield Master going directly before the enemy so they get up after each shove before anyone can attack them while they’re prone), so letting you drop down the order can help without giving you a freebie (i.e. the enemy might get an extra go against you). I’ve not encountered any problems with this yet!

    • dumples@kbin.social
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      2 years ago

      I agree with this but it only works in the first round. You can drop once into any slot you want but only at the first round. This stops any shenanigans about extending a powerful spell for longer

      • klenow@ttrpg.network
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        2 years ago

        That’s a good idea. I tried doing something like this in a one shot once as a test : Any PC or monster could voluntarily delay their initiative to anything lower than it currently is. It was a disaster. Very hard to keep track of and exploitable with spells, like you mention.

        But restricting it to the first round and making it permanent…that might work.

        • dumples@kbin.social
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          2 years ago

          It makes thematic in game sense as well. You are quick enough to notice that you are quicker than before Xanador the Magnificent so you wait a beat. After that that first second everyone is moving as quick as possible

      • smeg@feddit.ukOP
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        2 years ago

        Good point, I’ve not encountered anyone trying that exploit but I’ll definitely nick that caveat!

      • tswan@ttrpg.network
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        2 years ago

        I counter that by counting both the original turn and the delayed turn against spell duration. It lets people continue delaying (I’ll even let them go back to the top of initiative order in the following round if they want) without breaking spell duration too much.

        For example:

        • I roll 20 on initiative and cast Faerie Fire during round 1, it will last for 10 rounds (1 minute). At the end of this turn, Faerie Fire has 9 rounds left.
        • At initiative count 20 on the second round, I decide to delay my turn until initiative count 10. Faerie Fire has 8 rounds left.
        • At initiative count 10 on the second round, I take my turn as normal. Faerie Fire has 7 rounds left.
          • tswan@ttrpg.network
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            2 years ago

            I track how long spells or conditions last by just scribbling down the condition and a duration on my initiative sheet.

            For example if the Barbarian rages I’ll just write “Rage - 10” and each round I add a tally, when we hit 10 it’s over. So there’s no “extra” tracking, if someone delays their turn I just add a tally mark.

            It might be a bit harder on digital tabletops if you have to go in and edit things.

  • jake_eric@lemmy.world
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    2 years ago

    Oh I do so much actually. Well, I have a ton of house rules in a doc that are 99% pretty little things, minor QoL stuff, mostly to buff martials and character options that need the help. For example:

    • Artificers can learn arcane weapon, the one UA spell that was designed to be unique for them.
    • Barbarians get a Fighting Style at 2nd level and expanded crit range as a small buff to Brutal Critical.
    • College of Valor and College of Whispers Bards can use a weapon as a focus, since College of Swords can.
    • Clerics can freely choose between Divine Strike, Potent Spellcasting, and Blessed Strikes. Twilight Domain has the amount of temp HP they generate nerfed a bit (one of the very few nerfs I use).
    • Druids get Wild Shape scaling up to CR 3 if they’re not Circle of the Moon. Circle of the Shepherd has its temp HP ability for summons changed to be a total amount of temp HP equal to spell level×5 divided between the creatures summoned, so that summoning a ton of small things isn’t the obvious choice.
    • Fighters all learn the Superior Technique Fighting Style for free at 1st level. Arcane Archers, Champions, and Purple Dragon Knights all get a handful of buffs.
    • Monks get a bunch of buffs, including upgrading their martial arts die one step and giving them proficiency in light and medium armor, like Barbarians have.
    • Paladins can smite with unarmed strikes.
    • Rangers are prepared casters like Paladins, have additional spells added to their list (including all of the smite spells, which I also allow to work with ranged weapons), and can gain both the Tasha’s “replacement” features and the old PHB features, which are mostly flavor anyway. Favored Foe does not require concentration.
    • Rogues get proficiency in medium armor and a Fighting Style at 2nd level.
    • All Sorcerer subclasses get an expanded spell list like the Tasha’s ones do. They also can learn more Metamagics. I’ve tweaked Wild Magic so you can roll for it more often.
    • Warlocks learn the spells on their expanded spell lists automatically. Eldritch blast is a class feature you get automatically at 1st level rather than a spell, and you can change the damage type to a type related to your subclass. I’ve adjusted Hexblade by moving the ability to freely weapon attack with Charisma into the Improved Pact Weapon invocation.
    • Wizards can use their spellbooks as a focus. They’re mostly untouched though because they’re really good enough already.
    • smeg@feddit.ukOP
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      2 years ago

      Blimey, that’s a rewrite of half the classes! Have you found any problems with these changes?

      • jake_eric@lemmy.world
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        2 years ago

        Hmm, not particularly; most of them are fairly small changes in play even if they take up a decent amount of text in the doc. I’m mostly just trying to put the weaker options more on par with stronger options. If something comes up in a game where I realize “Whoops I made that too strong” I’ll reassess.

        So far my players have liked them as it’s mostly buffs: I’ve definitely seen the weaker Sorcerer subclasses get more play because of the changes. You could argue that Sorcerers are casters and don’t need the help, but I feel it just puts them on par with Wizards at worst.

        • smeg@feddit.ukOP
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          2 years ago

          Fair, I might just ask the players if there’s anything they’d like to play but that they feel is a bit weak and offer some of your buffs if required!

  • dumples@kbin.social
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    2 years ago

    I have been using the bonus action to drink a potion optional rule. As a bonus action you get to roll but as an action you get the maximum from the potion. Its been pretty easy to implement and is only rarely used in my campaign.

  • Syncrossus@ttrpg.network
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    2 years ago

    I have a bunch of houserules in my game, but here are some of my favorite and least complex:

    Sprint: If you do not do anything else on your turn and you are not in difficult terrain, you can move up to 5x your speed (150ft typically). Attacks of opportunity against you are made at advantage. This is mainly to allow characters to catch up to combat without waiting 10 rounds.

    Fight or Flight: Replaces the frightened condition. You can choose to flee or fight. Fleeing is unambiguous, fighting entails doing everything you can to kill the source of your fear – no healing, no hiding, no stabilizing, no keeping your smite slots for later. Failing a save by 5 or more forces you to flee. (Taken from an XP to Level 3 video.)

    Death saves are rolled in secret.

    Light weapon property: we use the OneD&D version.

    Critical hits: If you kill a target with one, the damage spills over to an enemy of your choice if I deem it to be within range of that attack. The damage keeps spilling over as long as you kill enemies. For instance, a critical hit with a bow worth 35 points of damage could kill up to five 7HP goblins if they are conga-lining in your direction.

    • smeg@feddit.ukOP
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      2 years ago

      I really like the idea of secret death saves, definitely feels like it would up the tension a lot when someone drops

      • Syncrossus@ttrpg.network
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        2 years ago

        It really gets everyone scrambling to help, and it makes more sense for PCs not to know. It’s one of my favorite changes, and it’s so simple, it’s really good.

        • smeg@feddit.ukOP
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          2 years ago

          Maybe let them know the results if they use their action to make a medicine check to try and stabilise, though tbh the only time I’ve seen anyone actually do that is at level 1 when nobody’s got magical healing yet!

          • Syncrossus@ttrpg.network
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            2 years ago

            I’ve run and played in games with no magical healing, and even in games with healers, I find stabilization checks to be relatively common, especially in parties of 2 or 3 where your healer is typically also your front liner (paladin or cleric) and can go down. I don’t tend to tell them the number of successes and failures, but I do tell them whether they succeeded or failed in stabilizing and how close their teammate is to death. Something like “while you fail to stop the bleeding, her injuries don’t seem life-threatening yet” or “he’s still alive, but every breath he draws grows weaker, and you fear the next may be his last”. I prefer to stick to natural language when I can.

    • Oldmandan@lemmy.ca
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      2 years ago

      I do something similar to Sprint, basically, you can move at double your speed for a round (so 4x total, dashing) but have to roll a Con save or take a level of Exhaustion. Each time you use this ability without resting, the DC goes up by 5. (Starts at 10.) Which feels about right, IMO. Lets a max-level Monk/Barbarian match (or exceed, with certain feats/races/subclasses) Usain Bolt for speed, but only for a short duration, even if they have a superhuman constitution.

      • Syncrossus@ttrpg.network
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        2 years ago

        150ft/round is approx 13.2 sec per 100m which is very achievable for someone who’s athletic. I’m not worried about max level barbarians, monks, or tabaxi being significantly faster than is plausible in reality: it’s fantasy. Sure, imposing some kind of exhaustion penalty makes sense, but 5e rules for exhaustion are pretty severe, and the point is to not sideline characters who happen to be a bit farther away when combat starts. IMO giving exhaustion would just be another barrier to my players having fun, it would defeat the point of what I’m trying to achieve at my table. But if it works for you, that’s great! I’m sure tables that want a crunchier and more realistic game would appreciate your version

  • foyrkopp@lemmy.world
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    2 years ago

    I’ve adopted the “you get Inspiration whenever you roll a nat 1” idea that the playtest floated for a while and it’s turned out well.

    I think that the “official” way of granting inspiration (grant when players play well into their PC’s character traits) is a horrible design that both fails to achieve what it sets out to do and is both highly subjective & continuously forgotten.

    The nat 1 approach doesn’t break any other system, reliably hands out a small trickle of Inspiration just the way the original was supposed to do and requires little to no work.

    I’m somewhat tempted to introduce QoL features like “you can hold two” or “you can use them to reroll”, but part of me likes how it’s a limited tactical resource rather than a safety net.

    • smeg@feddit.ukOP
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      2 years ago

      My concern with that UA was that powergamers would try to keep doing mundane actions to generate more inspiration, though to be fair I don’t think anyone I play with would try that!

      • foyrkopp@lemmy.world
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        2 years ago

        As a DM, I decide when an action warrants a roll.

        Actions that don’t actually carry a risk when failing don’t fall into this category.

        So no, trying to pick your training padlock won’t net you a roll. Trying to pickpocket in the marketplace will, but there’s some definitive consequences attached to failure.

        Fortunately, I’ve got a table of rather mature players, so this isn’t a problem to begin with.