With the thesis winding down, and nights opening up I’ve started running a 5e game here in town. So far it’s been fun, and with the tweaks I’m enjoying it. The seed of the campaign comes from the one of the two RuneQuest modules* I own and is very much a sword and sorcery sort of thing.
House rule 1: the only playable races are human, dragonborn, and tieflings, and tieflings have to roll for random mutations. Even with the horrible defects this has not dissuaded players from running tieflings.
House rule 2: the only playable classes are barbarian, bard, monk, paladin, and warlock. I like this. It makes things weird in a nice way. Barbarians are the weird outlanders. Bards are wanderers and rogues. Monks make for strange mystical opponents. Paladins are like wizard-knights, and warlocks are just weird. Maybe not so surprisingly, everyone has decided to play one of the above except for a paladin, which I’m fine with.
House rule 3: slower level progression. 300XP to get to 2nd level? Fugg that noise!
As a DM I’m totally sloppy, and pretty much rely on the one player who is a rules junky, but not a dick about it. I’m more likely to just use the advantage/disadvantage rules than look anything like a spell effect up in a book. “I don’t want want to look up what this does. Let’s just say you have advantage and go with it, okay?”
* Reading these modules I have to wonder if you needed a PhD in anthropology to play RuneQuest.