Luftikus Games
7 min read

6 D&D Homebrew Rules for More Immersion

Everyone has their own preferences when it comes to how they want to play D&D. Some prefer it epic and full of big moments, where heroes triumph against overwhelming odds through daring feats. Others prefer the quieter stories and like it when the game feels realistic. My group definitely falls into the latter category.

That's why, in this post, I want to talk about 6 optional rules that have made our game more immersive and help me as a DM keep the narrative intact. The following points were especially important to us:

  • The rules should be short. We didn't want to bolt entire modules or rule sets onto the game. The risk of twisting, weakening, or even making parts of the core rules redundant is too great.

  • The rules should be simple. Players choose D&D for its simplicity. Rules that require several extra dice rolls, their own table, and additional adjustments to existing rules make the game more complicated than it already is.

  • The rules should be independent. Homebrew rules should always extend the core rulebook rather than build on top of each other. That's good news for everyone else, because all of the following rules can be used independently of one another.

Cover from Creatures

If a creature is attacked by a ranged attack or a weapon with a range greater than 5 feet, and a third creature stands between attacker and target, the target is considered to have cover. The covered creature gains a +5 bonus to Armor Class (three-quarters cover). If an attack misses the covered creature but would beat the AC of the covering creature, the covering creature is hit instead.

This is actually an optional rule from the Dungeon Master's Guide. Particularly tight passages like mineshafts or narrow alleys can force part of the group, or the enemies, to stand single file. This rule can be very useful for making the feeling of confinement and restricted movement come across more strongly in such situations. It also opens up more tactical depth for players in combat. Formations become relevant - even for the DM, who now has the option of hiding a particularly dangerous antagonist behind a wall of minions.

Secret Death Saving Throws

The results of death saving throws must be kept hidden from the other players.

A very simple rule to implement, but one that requires a bit of discipline. Because if there's ever a situation that calls for self-restraint, it's when your own character's life is on the line. If the other players know that the incapacitated character has already failed two death saving throws, none of them would hesitate to pour a healing potion down their throat. The decision would be an easy one. But leaving them in the dark hands them a heavy responsibility and adds more risk to the game. The players will act based on the situation, not based on rules from a book.

Using Items in Combat

Using items in combat, when it can be assumed that the character already knows where the item is and how to use it, requires only a bonus action instead of an action. Excluded from this are items whose use explicitly requires an action (e.g., abilities of magic items).

The existing rule from the Player's Handbook, that every use of an item requires an action, is particularly cumbersome for smaller groups. In a group of three, active damage output drops by 33% if one of the characters is forced to spend a whole turn drinking a healing potion, since in that case they can no longer also attack. On top of that, it's narratively hard to justify why an entire action is needed regardless of which item is used. Adding another tier fixes this. After all, it's reasonable to assume it only takes a few seconds to pull the emblem out of your jacket pocket and present it to an approaching guard. On the other hand, it would take considerably more time to use a winch to raise the portcullis for an escape.

Revivals

After using an ability to bring a character back to life, roll an additional 1d10. If the result is less than or equal to the number of times the character has already been successfully revived, the revival fails and the character is dead for good.

This rule makes the campaign a bit darker. I myself am not a big fan of permanent character death in a homebrew campaign, since as a DM it means a mountain of work for me. Consoling players. Creating new characters. Weaving characters into the story. Burning all the ideas you had for the character who died. I'll write a more detailed article in the future about why it's often better not to let characters really die, and what alternatives exist.

But it also shouldn't be possible to always talk your way out of trouble with a spell or ability, no matter what happens. There needs to be a grain of risk when playing with death. Imagine that with every death, with every journey into the realm of the dead, a part of the character's soul stays behind. With every revival, the chance increases that the character's soul isn't strong enough to make it back to the land of the living.

Beyond that, this rule reintroduces an element of randomness into the game, which relieves a homebrew DM of the burden of being personally responsible for every event. If you'd like to learn more about this, I've written an article about plot armor in homebrew.

Regeneration

Characters who, during a long rest, decide to keep watch or are otherwise kept from sleeping only benefit from hit point regeneration as if they had taken a short rest.

The Dungeon Master's Guide offers a few optional rules for adapting the resting mechanic to your own campaign. But those are extremes. Of the given options, a rest is either very short or ridiculously long. Our group settled on a middle ground, with the result that they can't linger indefinitely in dangerous terrain without facing negative consequences and having to get creative.

It's important to stress that this rule only adjusts hit point regeneration. The recovery of spell slots, abilities, or item charges remains untouched - otherwise spellcasters in particular would suffer for it.

Incapacitating Creatures

Before making a damage-dealing action, characters can choose to incapacitate the target instead of dealing lethal harm. In this case, attack rolls have disadvantage. If the action instead requires a saving throw from the target, that saving throw is made with advantage instead. (This applies to NPCs as well, in reverse.)

Normally, mechanically, it makes no difference when a character chooses not to deal a lethal blow to an enemy but instead tries to incapacitate them.

Narratively, that's hard to justify. Deliberately choosing not to kill an enemy with a sharp weapon or a powerful spell, but merely stopping them from continuing to fight, should make a real difference - following the classic high-risk/high-reward principle. If the attack fails, the enemy might live another round and remain a threat to the group. If it succeeds, you may end up with a prisoner and thus access to more information.

Conclusion

Fundamentally, these rules are meant to give more weight to the players' decisions and reinforce the narrative. They're meant to make their situations feel more alive and push them toward creative solutions. They're meant to bring a bit more risk and randomness into the game world, and thereby take some of the load off homebrew DMs.

This list is bound to grow longer, depending on what situations our group's characters find themselves in. But for now, it forms a solid foundation for giving players more exciting moments where their decisions carry real consequences.