Today's "Literally Anything but The Thing" Kickoff Question: what's your favorite homebrew rule you've used in your games.
I have 3 “favorites.”
Half damage against monsters gets rounded down (as normal), but half damage against PCs gets rounded up. It’s a small thing, but I find just knowing that makes the players feel like their PCs have things stacked against them, which makes victory all the sweeter for them.
When you roll for HP at a level up, the average is your guaranteed minimum.
My house rules for intoxication (drunkenness or being stoned):
It uses a DC 11 Con save, and the DC increases by 2 per drink/dose per hour, and if you have advantage on saves against poison it applies to these saves. Each failed save adds a level of Intoxication.
I use what is essentially a parallel of the Exhaustion table. It does all the same stuff as Exhaustion, but isn’t technically “Exhaustion” per se. They stack, but if you get to 6 levels because of a combination of intoxication and exhaustion then you blackout instead of dying. (If you get to 6 levels of either intoxication or exhaustion individually you do still die.)
In addition, each long rest clears 2 levels of intoxication. So if one were to hit 5+ levels of intoxication it would result in the 2-day hangover (presuming they survived). But not both Intoxication and Exhaustion. It goes Intoxication first, then Exhaustion levels as normal afterwords.
Ah yes, character intoxication - one of the critical pillars of D&D! Frankly, I am not sure it even is D&D if at least one member of the party does not get wasted every time they have a chance to.
Personally, I play it by ear, taking into account what the folks are drinking, how quickly they are consuming, and the general atmosphere, then make them perform increasingly difficult con saves as the night goes on. Penalties include disadvantage on checks and slight encouragements to roleplay differently, which most everyone I DM for does quite well with.
Oh god yes. Anything but what's going on through the rest of the forums.
Homebrew rules, eh? This campaign ended, but I made a sanity mechanic for when I ran CoS for my group. How it worked was they had a starting sanity number that was a number we agreed on based on the character's backstory + their wisdom modifier. Whenever something really messed up happened, I would have the players make a wisdom save and if they failed, their sanity number went down by one. The lower a player's sanity was, the more I would mess with them (hallucinations and the like). It added a lot of tension to the campaign and when they got to low sanity counts later in the campaign, things got really tense.
My favorite rule I CURRENTLY have is for boss encounters, and it's fairly simple. I am a believer in the rule of cool, but my version has a little twist. The players have the rule of cool at all times, BUT major bosses in the story ALSO have the rule of cool. It makes for really fun boss encounters.
Today's "Literally Anything but The Thing" Kickoff Question: what's your favorite homebrew rule you've used in your games. Or if you don't use homebrew, which RAW rule surprised you as being more fun/useful than it sounded?
Campaign I'm in has a houserule that a Cleric has Cure Wounds always prepared and doesn't count against the prepared spells list. Just opens up that one extra slot to play around with spells and still have a heal ready.
My house rules for intoxication (drunkenness or being stoned):
I ended up having to homebrew a bunch of different illicit substances after the rogue decided to go looking for a dealer in a casino but wound up killing the guy and his buddy and taking their stash when they decided the little red-headed halfling would be easier to just roll for her money
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
My #1 house rule is just stolen from 4e, and it's the idea of Bloodied. A character or monster that has half its total hit points or less is bloodied. That's it.
4e had a bunch of extra stuff around it, with monsters gaining and losing abilities based on whether they were bloodied. I don't need most of that. Bosses get it sometimes. But the real value is twofold: 1) Everyone knows the approximate status of everyone's HP, and can easily check it, but it's fuzzy enough to maintain some uncertainty. 2) It reminds everyone what HP is meant to feel like. You can disagree, but the idea is, until you hit Bloodied, you haven't been actually hit yet. Bloodied is the moment when you first shed blood. Some characters back down when bloodied. Others get even more aggressive, or start taking their opponent seriously. However you respond, it's a minor narrative beat, and it puts you in the fiction a little more.
You have to get creative sometimes when it's a monster that doesn't have blood. "The stone cracks, and a shroud of dust bursts from the golem. It's bloodied." You know, whatever works. You still say it.
#2, and it's not necessarily even a house rule, depending on your interpretation, is that if you're hidden, you usually can take your turn before you're spotted. This means you can run up and backstab someone with advantage, or you can move to a different hiding spot and hide again. There's, like, a soft facing rule happening, where if we all kinda agree that this dude is looking over here, that means he's not looking behind him, but it only matters occasionally. Basically, let the sneaky characters sneak.
Today's "Literally Anything but The Thing" Kickoff Question: what's your favorite homebrew rule you've used in your games.
Critical hit: still a nat 20, but damage is figured differently. Because the RAW still allow the possibility of a critical hit doing very little damage, we saw a critical automatically does the maximum damage allowed by any rollable dice + modifiers + plus another roll of the damage dice.
Nat 1 on a to hit roll gives any creature within reach an opportunity attack as a reaction.
Another favorite is that each application of the haste spell gives the target one level of exhaustion.
My house rules for intoxication (drunkenness or being stoned):
I ended up having to homebrew a bunch of different illicit substances after the rogue decided to go looking for a dealer in a casino but wound up killing the guy and his buddy and taking their stash when they decided the little red-headed halfling would be easier to just roll for her money
Nat 1 on a to hit roll gives any creature within reach an opportunity attack as a reaction.
Ohhh, I like that. I might steal it
Rollback Post to RevisionRollBack
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
My house rules for intoxication (drunkenness or being stoned):
I ended up having to homebrew a bunch of different illicit substances after the rogue decided to go looking for a dealer in a casino but wound up killing the guy and his buddy and taking their stash when they decided the little red-headed halfling would be easier to just roll for her money
Nice. What all did you come up with?
Let's see...
Kaijai is a small, translucent bluish crystal that dissolves on your tongue. Taking one crystal gives you 2d6 temporary hit points and gives you advantage on saving throws against being charmed or frightened for the next hour, as the anesthetic effect prevents you from feeling strong emotions.
After the hour has elapsed, you are stunned for a number of minutes equal to your original 2d6 roll.
A white powder, snorting or ingesting one dose of kohk gives you a burst of energy. When you would take any levels of exhaustion from any source, you may take a dose of kohk and suffer no exhaustion levels. You also gain advantage on any Persuasion checks you make for the next hour.
After you take your next long rest, however, you are affected by all the levels of exhaustion you avoided by doing kohk, plus one for each dose of kohk you took.
One dose of salvia consists of a pinch of dried leaves, which can be brewed in a tea or smoked in a pipe. After ingesting a dose, you fall into a trance-like state of hyper-focus. For the next minute, you gain advantage on one attack roll, ability check or saving throw each round.
After the minute has elapsed, roll 1d6. You have disadvantage on this many consecutive attack rolls, ability checks or saving throws immediately after the salvia wears off. This effect ends after one hour if you haven't yet made a number of rolls equal to that number.
If you take another dose of salvia before taking a long rest, the positive effects are the same but the negative effects are doubled, including the duration before the negative effects wear off.
Rollback Post to RevisionRollBack
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Today's "Literally Anything but The Thing" Kickoff Question: what's your favorite homebrew rule you've used in your games.
Critical hit: still a nat 20, but damage is figured differently. Because the RAW still allow the possibility of a critical hit doing very little damage, we saw a critical automatically does the maximum damage allowed by any rollable dice + modifiers + plus another roll of the damage dice.
Nat 1 on a to hit roll gives any creature within reach an opportunity attack as a reaction.
Another favorite is that each application of the haste spell gives the target one level of exhaustion.
4e’s crit rules were maximum damage dice, with certain classes, weapons (including most all magic weapons), and feats stacking additional dice on top of that.
I always liked that as a system - crits can get a bit… annoying in 5e, particularly if you’re stacking a lot of dice on top of one another. “Here, let me just roll my weapon dice and my hunter’s mark, and my extra damage from my tattoo, and that smite I had, and…. Damn. Which ones did I roll already? And why do they all use different dice!”
I still stick with the 5e version - mostly because I have some characters who roll on Beyond and it automatically modified the dice rolled on a crit, so it would be confusing otherwise. Still, for things like smaller monsters or pets and such (and sometimes if we are running out of time) I’ll often just say “okay, just roll damage dice as normal and multiply by two” just to streamline things some.
My house rules for intoxication (drunkenness or being stoned):
I ended up having to homebrew a bunch of different illicit substances after the rogue decided to go looking for a dealer in a casino but wound up killing the guy and his buddy and taking their stash when they decided the little red-headed halfling would be easier to just roll for her money
Nice. What all did you come up with?
Let's see...
Kaijai is a small, translucent bluish crystal that dissolves on your tongue. Taking one crystal gives you 2d6 temporary hit points and gives you advantage on saving throws against being charmed or frightened for the next hour, as the anesthetic effect prevents you from feeling strong emotions.
After the hour has elapsed, you are stunned for a number of minutes equal to your original 2d6 roll.
A white powder, snorting or ingesting one dose of kohk gives you a burst of energy. When you would take any levels of exhaustion from any source, you may take a dose of kohk and suffer no exhaustion levels. You also gain advantage on any Persuasion checks you make for the next hour.
After you take your next long rest, however, you are affected by all the levels of exhaustion you avoided by doing kohk, plus one for each dose of kohk you took.
One dose of salvia consists of a pinch of dried leaves, which can be brewed in a tea or smoked in a pipe. After ingesting a dose, you fall into a trance-like state of hyper-focus. For the next minute, you gain advantage on one attack roll, ability check or saving throw each round.
After the minute has elapsed, roll 1d6. You have disadvantage on this many consecutive attack rolls, ability checks or saving throws immediately after the salvia wears off. This effect ends after one hour if you haven't yet made a number of rolls equal to that number.
If you take another dose of salvia before taking a long rest, the positive effects are the same but the negative effects are doubled, including the duration before the negative effects wear off.
Nice, I like ‘em. My intoxication rules only really cover booze and “skunkweed,” and hich have no specific mechanics attached to them other than the “Intoxicant” tag I gave them.
A number of “plant” monsters have various spore or similar attacks that produce altered states of mind when players fail a saving throw - I’ve found those effects can work for an intoxicant in a pinch. There’s probably a few other categories of monster with illusion attacks and such, but the Beyond search tools when trying to find specific tags are mediocre, and just looking up “plants” I find easier.
Ah yes, character intoxication - one of the critical pillars of D&D! Frankly, I am not sure it even is D&D if at least one member of the party does not get wasted every time they have a chance to.
Personally, I play it by ear, taking into account what the folks are drinking, how quickly they are consuming, and the general atmosphere, then make them perform increasingly difficult con saves as the night goes on. Penalties include disadvantage on checks and slight encouragements to roleplay differently, which most everyone I DM for does quite well with.
I've tried to create an intoxication system for a while, mostly as an exercise in rules writing, but haven't figured out anything I'm happy with. The base idea is that you have a number of "Sobriety Points" equal to your Constitution score, which are depleted as you drink more.
I've kind of given up on the system because it's kind of pointless for my games, and can easily be emulated via exhaustion (minus the death)
Today's "Literally Anything but The Thing" Kickoff Question: what's your favorite homebrew rule you've used in your games.
Critical hit: still a nat 20, but damage is figured differently. Because the RAW still allow the possibility of a critical hit doing very little damage, we saw a critical automatically does the maximum damage allowed by any rollable dice + modifiers + plus another roll of the damage dice.
Nat 1 on a to hit roll gives any creature within reach an opportunity attack as a reaction.
Another favorite is that each application of the haste spell gives the target one level of exhaustion.
I really like both of those rules. I tend to avoid crit fumbles because I don't think players should have such a relatively high chance of completely ******* up their attack, but an opportunity attack sounds fairly reasonable.
Love the crit rule. First heard about it on XP to Level 3's channel, and my sibling uses it in their games. I'll consider using it in my games, though Sneak Attack and similar features sound like they'd be a little too powerful. Perhaps just the weapon's damage would be maxed out on the first roll, and not the Sneak Attack dice?
Edit: also when a player crits I allow them to choose whether to double the dice rolled, or double the damage for their normal dice. The latter hasn't been used yet but it's nice to give players options.
Critical hit: still a nat 20, but damage is figured differently. Because the RAW still allow the possibility of a critical hit doing very little damage, we saw a critical automatically does the maximum damage allowed by any rollable dice + modifiers + plus another roll of the damage dice.
I'm starting a Dragonlance campaign tonight. I'm going to play a Variant Human Gloomstalker. But his highest stat is in Charisma and his first level was in Hexblade. I didn't even take Eldritch Blast, I have Sharpshooter and Crossbow Expert (we're starting at level 5). I'm going to play him as a sneaky archer, but with some spells to add support and utility and some social skills. Level 6 will be Ranger 5, Levels 7, 8 and 9 will be Warlock. Not sure how far the campaign will go after that, but I think I'll finish off with Arcane Trickster.
Oh also forgot to mention, if you have multiple sources of advantage and disadvantage on a roll, the advantage/disadvantage with the most amount of sources usually wins. For example, if a halfling is wielding a greatsword (1 source of disadvantage) and attacking an ogre who is prone, blindfolded, and restrained (3 sources of advantage), the halfling would have advantage (or even an auto-hit) on the roll.
Oh and flanking a creature grants a flat +2 bonus to the attack roll, instead of advantage. I typically dislike flat bonuses, but this rule allows flaking to stack with advantage while also ensuring that player characters don't basically always have advantage on attack rolls.
Oh also forgot to mention, if you have multiple sources of advantage and disadvantage on a roll, the advantage/disadvantage with the most amount of sources usually wins. For example, if a halfling is wielding a greatsword (1 source of disadvantage) and attacking an ogre who is prone, blindfolded, and restrained (3 sources of advantage), the halfling would have advantage (or even an auto-hit) on the roll.
I like this and might steal it. I've always disliked how they cancel with no other thought going into it. But I personally wouldn't allow an auto-hit...the end result is either advantage or disadvantage for me, but multiple sources of adv/disadv can swing the pendulum.
Oh and flanking a creature grants a flat +2 bonus to the attack roll, instead of advantage. I typically dislike flat bonuses, but this rule allows flaking to stack with advantage while also ensuring that player characters don't basically always have advantage on attack rolls.
Oh also forgot to mention, if you have multiple sources of advantage and disadvantage on a roll, the advantage/disadvantage with the most amount of sources usually wins. For example, if a halfling is wielding a greatsword (1 source of disadvantage) and attacking an ogre who is prone, blindfolded, and restrained (3 sources of advantage), the halfling would have advantage (or even an auto-hit) on the roll.
I like this and might steal it. I've always disliked how they cancel with no other thought going into it. But I personally wouldn't allow an auto-hit...the end result is either advantage or disadvantage for me, but multiple sources of adv/disadv can swing the pendulum.
'
Yeah, I usually wouldn't give players auto-hits but in that particular instance, there's no way that halfling would miss. I'd never let a player auto-hit in a normal combat situation but if the target is an object or otherwise has literally no way of avoiding the hit, then I think an auto-hit is warranted. I probably should have clarified that the auto-hit wasn't from the advantage, but from the fact that at that point, the fight is basically over and the halfling would 100% be able to hit.
I have 3 “favorites.”
It uses a DC 11 Con save, and the DC increases by 2 per drink/dose per hour, and if you have advantage on saves against poison it applies to these saves. Each failed save adds a level of Intoxication.
I use what is essentially a parallel of the Exhaustion table. It does all the same stuff as Exhaustion, but isn’t technically “Exhaustion” per se. They stack, but if you get to 6 levels because of a combination of intoxication and exhaustion then you blackout instead of dying. (If you get to 6 levels of either intoxication or exhaustion individually you do still die.)
In addition, each long rest clears 2 levels of intoxication. So if one were to hit 5+ levels of intoxication it would result in the 2-day hangover (presuming they survived). But not both Intoxication and Exhaustion. It goes Intoxication first, then Exhaustion levels as normal afterwords.
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Ah yes, character intoxication - one of the critical pillars of D&D! Frankly, I am not sure it even is D&D if at least one member of the party does not get wasted every time they have a chance to.
Personally, I play it by ear, taking into account what the folks are drinking, how quickly they are consuming, and the general atmosphere, then make them perform increasingly difficult con saves as the night goes on. Penalties include disadvantage on checks and slight encouragements to roleplay differently, which most everyone I DM for does quite well with.
Oh god yes. Anything but what's going on through the rest of the forums.
Homebrew rules, eh? This campaign ended, but I made a sanity mechanic for when I ran CoS for my group. How it worked was they had a starting sanity number that was a number we agreed on based on the character's backstory + their wisdom modifier. Whenever something really messed up happened, I would have the players make a wisdom save and if they failed, their sanity number went down by one. The lower a player's sanity was, the more I would mess with them (hallucinations and the like). It added a lot of tension to the campaign and when they got to low sanity counts later in the campaign, things got really tense.
My favorite rule I CURRENTLY have is for boss encounters, and it's fairly simple. I am a believer in the rule of cool, but my version has a little twist. The players have the rule of cool at all times, BUT major bosses in the story ALSO have the rule of cool. It makes for really fun boss encounters.
Campaign I'm in has a houserule that a Cleric has Cure Wounds always prepared and doesn't count against the prepared spells list. Just opens up that one extra slot to play around with spells and still have a heal ready.
I ended up having to homebrew a bunch of different illicit substances after the rogue decided to go looking for a dealer in a casino but wound up killing the guy and his buddy and taking their stash when they decided the little red-headed halfling would be easier to just roll for her money
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
My #1 house rule is just stolen from 4e, and it's the idea of Bloodied. A character or monster that has half its total hit points or less is bloodied. That's it.
4e had a bunch of extra stuff around it, with monsters gaining and losing abilities based on whether they were bloodied. I don't need most of that. Bosses get it sometimes. But the real value is twofold: 1) Everyone knows the approximate status of everyone's HP, and can easily check it, but it's fuzzy enough to maintain some uncertainty. 2) It reminds everyone what HP is meant to feel like. You can disagree, but the idea is, until you hit Bloodied, you haven't been actually hit yet. Bloodied is the moment when you first shed blood. Some characters back down when bloodied. Others get even more aggressive, or start taking their opponent seriously. However you respond, it's a minor narrative beat, and it puts you in the fiction a little more.
You have to get creative sometimes when it's a monster that doesn't have blood. "The stone cracks, and a shroud of dust bursts from the golem. It's bloodied." You know, whatever works. You still say it.
#2, and it's not necessarily even a house rule, depending on your interpretation, is that if you're hidden, you usually can take your turn before you're spotted. This means you can run up and backstab someone with advantage, or you can move to a different hiding spot and hide again. There's, like, a soft facing rule happening, where if we all kinda agree that this dude is looking over here, that means he's not looking behind him, but it only matters occasionally. Basically, let the sneaky characters sneak.
Critical hit: still a nat 20, but damage is figured differently. Because the RAW still allow the possibility of a critical hit doing very little damage, we saw a critical automatically does the maximum damage allowed by any rollable dice + modifiers + plus another roll of the damage dice.
Nat 1 on a to hit roll gives any creature within reach an opportunity attack as a reaction.
Another favorite is that each application of the haste spell gives the target one level of exhaustion.
Nice. What all did you come up with?
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Ohhh, I like that. I might steal it
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Let's see...
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
4e’s crit rules were maximum damage dice, with certain classes, weapons (including most all magic weapons), and feats stacking additional dice on top of that.
I always liked that as a system - crits can get a bit… annoying in 5e, particularly if you’re stacking a lot of dice on top of one another. “Here, let me just roll my weapon dice and my hunter’s mark, and my extra damage from my tattoo, and that smite I had, and…. Damn. Which ones did I roll already? And why do they all use different dice!”
I still stick with the 5e version - mostly because I have some characters who roll on Beyond and it automatically modified the dice rolled on a crit, so it would be confusing otherwise. Still, for things like smaller monsters or pets and such (and sometimes if we are running out of time) I’ll often just say “okay, just roll damage dice as normal and multiply by two” just to streamline things some.
Nice, I like ‘em. My intoxication rules only really cover booze and “skunkweed,” and hich have no specific mechanics attached to them other than the “Intoxicant” tag I gave them.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
A number of “plant” monsters have various spore or similar attacks that produce altered states of mind when players fail a saving throw - I’ve found those effects can work for an intoxicant in a pinch. There’s probably a few other categories of monster with illusion attacks and such, but the Beyond search tools when trying to find specific tags are mediocre, and just looking up “plants” I find easier.
I've tried to create an intoxication system for a while, mostly as an exercise in rules writing, but haven't figured out anything I'm happy with. The base idea is that you have a number of "Sobriety Points" equal to your Constitution score, which are depleted as you drink more.
I've kind of given up on the system because it's kind of pointless for my games, and can easily be emulated via exhaustion (minus the death)
[REDACTED]
I really like both of those rules. I tend to avoid crit fumbles because I don't think players should have such a relatively high chance of completely ******* up their attack, but an opportunity attack sounds fairly reasonable.
Love the crit rule. First heard about it on XP to Level 3's channel, and my sibling uses it in their games. I'll consider using it in my games, though Sneak Attack and similar features sound like they'd be a little too powerful. Perhaps just the weapon's damage would be maxed out on the first roll, and not the Sneak Attack dice?
Edit: also when a player crits I allow them to choose whether to double the dice rolled, or double the damage for their normal dice. The latter hasn't been used yet but it's nice to give players options.
[REDACTED]
We do that at my table.
I'm starting a Dragonlance campaign tonight. I'm going to play a Variant Human Gloomstalker. But his highest stat is in Charisma and his first level was in Hexblade. I didn't even take Eldritch Blast, I have Sharpshooter and Crossbow Expert (we're starting at level 5). I'm going to play him as a sneaky archer, but with some spells to add support and utility and some social skills. Level 6 will be Ranger 5, Levels 7, 8 and 9 will be Warlock. Not sure how far the campaign will go after that, but I think I'll finish off with Arcane Trickster.
Oh also forgot to mention, if you have multiple sources of advantage and disadvantage on a roll, the advantage/disadvantage with the most amount of sources usually wins. For example, if a halfling is wielding a greatsword (1 source of disadvantage) and attacking an ogre who is prone, blindfolded, and restrained (3 sources of advantage), the halfling would have advantage (or even an auto-hit) on the roll.
Oh and flanking a creature grants a flat +2 bonus to the attack roll, instead of advantage. I typically dislike flat bonuses, but this rule allows flaking to stack with advantage while also ensuring that player characters don't basically always have advantage on attack rolls.
[REDACTED]
I like this and might steal it. I've always disliked how they cancel with no other thought going into it. But I personally wouldn't allow an auto-hit...the end result is either advantage or disadvantage for me, but multiple sources of adv/disadv can swing the pendulum.
Yeah, I usually wouldn't give players auto-hits but in that particular instance, there's no way that halfling would miss. I'd never let a player auto-hit in a normal combat situation but if the target is an object or otherwise has literally no way of avoiding the hit, then I think an auto-hit is warranted. I probably should have clarified that the auto-hit wasn't from the advantage, but from the fact that at that point, the fight is basically over and the halfling would 100% be able to hit.
[REDACTED]