Bloodied: When you are knocked below half of your HP- attacks and concentration checks are @ disadvantage, speed is halved.
Acrobatics: If you are proficient in Lt armor (or wearing no armor), you may halve your Acrobatics skill to use as AC, moving thru squares at the bonus w/o provoking attacks of opportunity. not allowed if you are grappled or restrained. you can avoid falling damage up to the skill number (x10).
Called Shot: you may attempt an attack @ -4 (this stacks WITH cover) and disadvantage, success brings to desired location, failure to a target based, compare the number to adjacent target , success hits that target instead.
Necrotic Damage: may not be reduced by armor or abilities.
Magic Items: (UPDATED): you may have 1 item per location (exception rings, you may have 1 per hand)
Armor Wear/Tear: checked after a successful hit. based on Type Light 3/LT, 4/med, 5/Hvy, once last mark is check the ac is reduce -4, until repaired/mended.
Wow, Bloodied sounds rough. PCs often have much lower health than enemies, so I can imagine quite a few scenarios where the whole party is bloodied the whole time.
Bloodied: When you are knocked below half of your HP- attacks and concentration checks are @ disadvantage, speed is halved.
Acrobatics: If you are proficient in Lt armor (or wearing no armor), you may halve your Acrobatics skill to use as AC, moving thru squares at the bonus w/o provoking attacks of opportunity. not allowed if you are grappled or restrained. you can avoid falling damage up to the skill number (x10).
Called Shot: you may attempt an attack @ -4 (this stacks WITH cover) and disadvantage, success brings to desired location, failure to a target based, compare the number to adjacent target , success hits that target instead.
Necrotic Damage: may not be reduced by armor or abilities.
Magic Items: You can use a number of items based on Tier: 1 T2: 2 T3: 3 (1 c,1 unC, 1R/L) T4: 2 C, 1UnC 1 R/VR/L)
Armor Wear/Tear: checked after a successful hit. based on Type Light 3/LT, 4/med, 5/Hvy, once last mark is check the ac is reduce -4, until repaired/mended.
Acrobatics, you basically readded tumbling skill check... which is already in the DMG and fine as it is. so i would use that from the DMG instead.
necrotic damage bypassing stuff makes it way too overpowered if you ask me... that means toll the dead, a cantrip deals more damage then a fighter with a greatsword. toll the dead is also a save which bypasses armor already. and you did not say if resistances are part of "abilities" so i'm willing to think that no, they are not.
the magic item thing seems to me like you just wanted a low magic item settings, which 5e is already that. plus the fact that players are limited to 3 maximum attuned items makes this redundant. most of the stuff is already single one only and most of the good stuff is attunement required.
armor tearing is cool, but if you look at say a rust monster or a black pudding. you already see wear and tear rulings which seems, to me, much better then yours. both monsters says that each hits gives the weapon -1 to its AC or touch. the armor, if reduced to its base 10, is destroyed. the weapons are destroyed once it reaches -5. minds you this if because of acid damage to the weapon or armor. but what i would say is that wear and tear depends on armor type. light would take less hits to lose that -1. my problkem is that you lose the benefits entirely in one shot after some times. i dont like that. i'd preffer a system that loses the benefits and the players can see it coming as they literally loses their blade or armor slowly. but overall i like the idea.
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Bloodied: When you are knocked below half of your HP- attacks and concentration checks are @ disadvantage, speed is halved.
Acrobatics: If you are proficient in Lt armor (or wearing no armor), you may halve your Acrobatics skill to use as AC, moving thru squares at the bonus w/o provoking attacks of opportunity. not allowed if you are grappled or restrained. you can avoid falling damage up to the skill number (x10).
Called Shot: you may attempt an attack @ -4 (this stacks WITH cover) and disadvantage, success brings to desired location, failure to a target based, compare the number to adjacent target , success hits that target instead.
Necrotic Damage: may not be reduced by armor or abilities.
Magic Items: You can use a number of items based on Tier: 1 T2: 2 T3: 3 (1 c,1 unC, 1R/L) T4: 2 C, 1UnC 1 R/VR/L)
Armor Wear/Tear: checked after a successful hit. based on Type Light 3/LT, 4/med, 5/Hvy, once last mark is check the ac is reduce -4, until repaired/mended.
armor tearing is cool, but if you look at say a rust monster or a black pudding. you already see wear and tear rulings which seems, to me, much better then yours. both monsters says that each hits gives the weapon -1 to its AC or touch. the armor, if reduced to its base 10, is destroyed. the weapons are destroyed once it reaches -5. minds you this if because of acid damage to the weapon or armor. but what i would say is that wear and tear depends on armor type. light would take less hits to lose that -1. my problkem is that you lose the benefits entirely in one shot after some times. i dont like that. i'd preffer a system that loses the benefits and the players can see it coming as they literally loses their blade or armor slowly. but overall i like the idea.
So instear of by armor, then it should be strictly -10 regardless of armor? That's actually reasonable. this is should be applied to shields too?
Bloodied: When you are knocked below half of your HP- attacks and concentration checks are @ disadvantage, speed is halved.
Acrobatics: If you are proficient in Lt armor (or wearing no armor), you may halve your Acrobatics skill to use as AC, moving thru squares at the bonus w/o provoking attacks of opportunity. not allowed if you are grappled or restrained. you can avoid falling damage up to the skill number (x10).
Called Shot: you may attempt an attack @ -4 (this stacks WITH cover) and disadvantage, success brings to desired location, failure to a target based, compare the number to adjacent target , success hits that target instead.
Necrotic Damage: may not be reduced by armor or abilities.
Magic Items: You can use a number of items based on Tier: 1 T2: 2 T3: 3 (1 c,1 unC, 1R/L) T4: 2 C, 1UnC 1 R/VR/L)
Armor Wear/Tear: checked after a successful hit. based on Type Light 3/LT, 4/med, 5/Hvy, once last mark is check the ac is reduce -4, until repaired/mended.
armor tearing is cool, but if you look at say a rust monster or a black pudding. you already see wear and tear rulings which seems, to me, much better then yours. both monsters says that each hits gives the weapon -1 to its AC or touch. the armor, if reduced to its base 10, is destroyed. the weapons are destroyed once it reaches -5. minds you this if because of acid damage to the weapon or armor. but what i would say is that wear and tear depends on armor type. light would take less hits to lose that -1. my problkem is that you lose the benefits entirely in one shot after some times. i dont like that. i'd preffer a system that loses the benefits and the players can see it coming as they literally loses their blade or armor slowly. but overall i like the idea.
So instear of by armor, then it should be strictly -10 regardless of armor? That's actually reasonable. this is should be applied to shields too?
nope... if you look at the armors, they have a base stats, thats what they are talking about. for exemple.. a studded leather is 12+dex. well in this case it would get a minus 1. become 11+dex, then it would become minus 2 which would mean the base stats is 10+dex thus no armor. thus the armor would become useless and be broken until repaired. in comparision a full plate is base 18, no dex. so it would be able to take a full minus 8 before being destroyed by the rust monster.
my only problem and the reason i haven't done these is the same reason why breath of the wild weapon system didn't work. it forces players to do less adventuring and more downtime repairing their stuff. as well as forcing them to have like bazillion gears on them just in case their original weapon gets too low. and while your players are forced to play with wear and tear, then that means your monsters probably wont always have that fully working weapons, sometimes they might have that broken blade. and thats a problem cause it forces the DM to have much more to deal with. including players finding broken weapons everywhere. this is the main reason why i haven't done a durability system, even though 5e already has one based on monsters abilities.
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You can drink potions as a bonus action but if you do then your speed is halved until the start of your next turn.
You can drink potions as a bonus action but if you do then your speed is halved until the start of your next turn.
A natural 20 is only an auto success on an attack roll and a natural 1 is only an auto fail on attack rolls. I will still make dramatic fails and successes depending on how high or low you are to the DC with ability checks.
When flanking you gain a bonus to the attack roll equal to the total number of creatures that are hostile to the creature flanking the creature to a maximum of 5.
All death saving throws are made in secret and are not shared with other players.
A natural 20 is only an auto success on an attack roll and a natural 1 is only an auto fail on attack rolls. I will still make dramatic fails and successes depending on how high or low you are to the DC with ability checks.
lol It's funny how that's considered a house rule since natural 20's and natural 1's have been applied differently for years... but actually, you're playing according to the rules. Treating naturals as auto-success/failure outside of attack rolls is the house rule.
A natural 20 is only an auto success on an attack roll and a natural 1 is only an auto fail on attack rolls. I will still make dramatic fails and successes depending on how high or low you are to the DC with ability checks.
lol It's funny how that's considered a house rule since natural 20's and natural 1's have been applied differently for years... but actually, you're playing according to the rules. Treating naturals as auto-success/failure outside of attack rolls is the house rule.
yeah, 5e ruling has automatics successes and faillures on attack rolls only. crits on everything were older editions only.
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
The House rule we use with regards to two weapon fighting are as follows:
Both weapons must be light, or if the primary weapon is not light then the off hand weapon must be a d4 light weapon. This allows for more interesting combinations but doesn't change the balance.
In order to dual wield you must have a dex of 12 or higher. Both attacks occur at the same time and only use a single attack action. But both attacks must target the same creature. Additionally the attacks with both weapons only count as a single attack for effects like hunters mark or hex.
This makes a dual shortsword attack little different than a single great sword attack other than having to make two rolls for both to hit.
#1 You can drink potions as a bonus action but if you do then your speed is halved until the start of your next turn.
#2 When flanking you gain a bonus to the attack roll equal to the total number of creatures that are hostile to the creature flanking the creature to a maximum of 5.
#3 All death saving throws are made in secret and are not shared with other players.
#1: I have to think more about that. There is something that I think is slightly broken.
#2: That is a great house rule! I dislike the variant in the DMG involving advantage.
#3: Does the player make the roll in secret or the DM?
For initiative we roll each round, this helps reduce meta gaming. But we roll a d12 rather than a d20 to somewhat reduce the randomness. We also apply size modifiers to initiative as well.
Tiny +5
Small +2
Medium +0
Large -2
Huge -5
This means most of the time, but not always, the tiny creatures will go sooner and the huge creatures will go later in the round.
I have discussed this with my players and we like the idea; however, there were a few questions about reach. The RAW state that adjacency is required for flank, but I think that's absolute BS. Creatures having a natural reach longer than 5' are ****** by the RAW flank.
Here's my take, and I am open to advise on this.
Flanking is an option in combat.
To be involved in a flank, you must be in melee combat, using a melee weapon, and must be within your reach of the opponent.
To determine whether you and an ally are flanking a creature, draw an imaginary line between the centers of the squares of the allies. If this line enters and exits opposite sides of the opponent, or opposite corners, then the allies are flanking the opponent.
If a flank is established, then all allies in melee combat and who are flanking the opponent are granted an attack bonus of 1 for each ally involved in melee with the opponent, up to a maximum of 5.
I am wavering on whether or not to just patently grant a bonus of 1 for each combatant in melee once any flank is established, or only give that bonus to those involved in the flank. I will probably stick with the latter. Also, notice I purposefully granted a bonus of 1 for "each ally involved in melee". This includes non-flanking allies. Again, not sure about this one.
Finally, a house rule we have had our entire campaign is movement within reach of an enemy is considered difficult terrain. This slows down your players so they are not running circles around opponents to always have the best position.
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LOL That's good, because I am currently running that Ghost Rider inspired L/E Paladin in a friend's campaign!
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I us the rule: if the player makes a good insult out of character when they cast vicious mockery they add their charisma bonus
House Rules that are used:
Flanking: Both for PCs and Monsters.
Bloodied: When you are knocked below half of your HP- attacks and concentration checks are @ disadvantage, speed is halved.
Acrobatics: If you are proficient in Lt armor (or wearing no armor), you may halve your Acrobatics skill to use as AC, moving thru squares at the bonus w/o provoking attacks of opportunity. not allowed if you are grappled or restrained. you can avoid falling damage up to the skill number (x10).
Called Shot: you may attempt an attack @ -4 (this stacks WITH cover) and disadvantage, success brings to desired location, failure to a target based, compare the number to adjacent target , success hits that target instead.
Necrotic Damage: may not be reduced by armor or abilities.
Magic Items: (UPDATED): you may have 1 item per location (exception rings, you may have 1 per hand)
Armor Wear/Tear: checked after a successful hit. based on Type Light 3/LT, 4/med, 5/Hvy, once last mark is check the ac is reduce -4, until repaired/mended.
Wow, Bloodied sounds rough. PCs often have much lower health than enemies, so I can imagine quite a few scenarios where the whole party is bloodied the whole time.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
yes, we had a few sessions like that.
but it's also forces player to use consumables (healing potions) and the healer to do just that, heal.
Acrobatics, you basically readded tumbling skill check... which is already in the DMG and fine as it is. so i would use that from the DMG instead.
necrotic damage bypassing stuff makes it way too overpowered if you ask me... that means toll the dead, a cantrip deals more damage then a fighter with a greatsword. toll the dead is also a save which bypasses armor already. and you did not say if resistances are part of "abilities" so i'm willing to think that no, they are not.
the magic item thing seems to me like you just wanted a low magic item settings, which 5e is already that. plus the fact that players are limited to 3 maximum attuned items makes this redundant. most of the stuff is already single one only and most of the good stuff is attunement required.
armor tearing is cool, but if you look at say a rust monster or a black pudding. you already see wear and tear rulings which seems, to me, much better then yours. both monsters says that each hits gives the weapon -1 to its AC or touch. the armor, if reduced to its base 10, is destroyed. the weapons are destroyed once it reaches -5. minds you this if because of acid damage to the weapon or armor. but what i would say is that wear and tear depends on armor type. light would take less hits to lose that -1. my problkem is that you lose the benefits entirely in one shot after some times. i dont like that. i'd preffer a system that loses the benefits and the players can see it coming as they literally loses their blade or armor slowly. but overall i like the idea.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
It's meant to be rough.
forces characters to use consumables (healing potions) , take time to heal, and think on their feet.
my group has been this position where over half of the group has been in this spot. made for better teamwork.
So instear of by armor, then it should be strictly -10 regardless of armor? That's actually reasonable. this is should be applied to shields too?
nope... if you look at the armors, they have a base stats, thats what they are talking about. for exemple.. a studded leather is 12+dex. well in this case it would get a minus 1. become 11+dex, then it would become minus 2 which would mean the base stats is 10+dex thus no armor. thus the armor would become useless and be broken until repaired. in comparision a full plate is base 18, no dex. so it would be able to take a full minus 8 before being destroyed by the rust monster.
my only problem and the reason i haven't done these is the same reason why breath of the wild weapon system didn't work. it forces players to do less adventuring and more downtime repairing their stuff. as well as forcing them to have like bazillion gears on them just in case their original weapon gets too low. and while your players are forced to play with wear and tear, then that means your monsters probably wont always have that fully working weapons, sometimes they might have that broken blade. and thats a problem cause it forces the DM to have much more to deal with. including players finding broken weapons everywhere. this is the main reason why i haven't done a durability system, even though 5e already has one based on monsters abilities.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
If you roll a 1 with a melee weapon you hit you, with a gun/crossbow it jams, with a bow, the drawstring breaks
I am leader of the yep cult:https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/82135-yep-cult Pronouns are she/her
Here are some of my favorite rules.
You can drink potions as a bonus action but if you do then your speed is halved until the start of your next turn.
You can drink potions as a bonus action but if you do then your speed is halved until the start of your next turn.
A natural 20 is only an auto success on an attack roll and a natural 1 is only an auto fail on attack rolls. I will still make dramatic fails and successes depending on how high or low you are to the DC with ability checks.
When flanking you gain a bonus to the attack roll equal to the total number of creatures that are hostile to the creature flanking the creature to a maximum of 5.
All death saving throws are made in secret and are not shared with other players.
When the DM smiles, it is already to late.
lol It's funny how that's considered a house rule since natural 20's and natural 1's have been applied differently for years... but actually, you're playing according to the rules. Treating naturals as auto-success/failure outside of attack rolls is the house rule.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
yeah, 5e ruling has automatics successes and faillures on attack rolls only. crits on everything were older editions only.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
The House rule we use with regards to two weapon fighting are as follows:
Both weapons must be light, or if the primary weapon is not light then the off hand weapon must be a d4 light weapon. This allows for more interesting combinations but doesn't change the balance.
In order to dual wield you must have a dex of 12 or higher. Both attacks occur at the same time and only use a single attack action. But both attacks must target the same creature. Additionally the attacks with both weapons only count as a single attack for effects like hunters mark or hex.
This makes a dual shortsword attack little different than a single great sword attack other than having to make two rolls for both to hit.
For two-weapon fighting I think both attacks already have to hit the same target.
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I don't believe that is the case. I've never seen any mention that an off hand attack has to target the same creature. From the PHB.
https://www.dndbeyond.com/sources/phb/combat#TwoWeaponFighting
I stand corrected thank you.
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#1: I have to think more about that. There is something that I think is slightly broken.
#2: That is a great house rule! I dislike the variant in the DMG involving advantage.
#3: Does the player make the roll in secret or the DM?
For initiative we roll each round, this helps reduce meta gaming. But we roll a d12 rather than a d20 to somewhat reduce the randomness. We also apply size modifiers to initiative as well.
Tiny +5
Small +2
Medium +0
Large -2
Huge -5
This means most of the time, but not always, the tiny creatures will go sooner and the huge creatures will go later in the round.
In regards to Sniperwes20's flanking house rule:
I have discussed this with my players and we like the idea; however, there were a few questions about reach. The RAW state that adjacency is required for flank, but I think that's absolute BS. Creatures having a natural reach longer than 5' are ****** by the RAW flank.
Here's my take, and I am open to advise on this.
I am wavering on whether or not to just patently grant a bonus of 1 for each combatant in melee once any flank is established, or only give that bonus to those involved in the flank. I will probably stick with the latter. Also, notice I purposefully granted a bonus of 1 for "each ally involved in melee". This includes non-flanking allies. Again, not sure about this one.
Finally, a house rule we have had our entire campaign is movement within reach of an enemy is considered difficult terrain. This slows down your players so they are not running circles around opponents to always have the best position.