I was thinking more along the lines of a modifier to armor class while on high ground, like similar to the cover rules. Would it be a good idea to have a corresponding detriment to armor class on lower ground-or an attack bonus while on higher ground?
High ground is a myth when it comes to sword fighting. The advantage of the high ground is in the charge - having an enemy charge uphill towards you slows them down, and charging downhill leaves you with more energy to fight with.
If you try to fight someone on a hill from above, and they have armour or a shield, you are swinging at their most armoured parts - helmet, pauldrons and shield - whilst they swing at your least armoured parts - legs, out of reach of your shield without awkwardly squatting, and hard to dodge with - you have to hop, not just lean to make the blows glance away.
High ground will add range to a bow (I'd add the height difference to the long range, IE if you're 50ft higher, you can shoot 50ft. further) to a maximum of +100ft. But for 2 people fighting on a stairway, for example, it won't make a huge amount of difference.
Sorry to say that, excepting foolish maneuvers like trying to do a flip over the person on the hill, the high ground doesn't offer much! If Anakin had just attacked, the fight would probably have just moved on!
I’m looking to create a rule that emphasizes the strategic importance of high ground. What would you suggest?
Only spilt the party if you see something shiny.
Ariendela Sneakerson, Half-elf Rogue (8); Harmony Wolfsbane, Tiefling Bard (10); Agnomally, Gnomish Sorcerer (3); Breeze, Tabaxi Monk (8); Grace, Dragonborn Barbarian (7); DM, Homebrew- The Sequestered Lands/Underwater Explorers; Candlekeep
Something like advantage when 30 feet above an enemy or 50 feet. Idk.
I was thinking more along the lines of a modifier to armor class while on high ground, like similar to the cover rules. Would it be a good idea to have a corresponding detriment to armor class on lower ground-or an attack bonus while on higher ground?
Only spilt the party if you see something shiny.
Ariendela Sneakerson, Half-elf Rogue (8); Harmony Wolfsbane, Tiefling Bard (10); Agnomally, Gnomish Sorcerer (3); Breeze, Tabaxi Monk (8); Grace, Dragonborn Barbarian (7); DM, Homebrew- The Sequestered Lands/Underwater Explorers; Candlekeep
High ground is a myth when it comes to sword fighting. The advantage of the high ground is in the charge - having an enemy charge uphill towards you slows them down, and charging downhill leaves you with more energy to fight with.
If you try to fight someone on a hill from above, and they have armour or a shield, you are swinging at their most armoured parts - helmet, pauldrons and shield - whilst they swing at your least armoured parts - legs, out of reach of your shield without awkwardly squatting, and hard to dodge with - you have to hop, not just lean to make the blows glance away.
High ground will add range to a bow (I'd add the height difference to the long range, IE if you're 50ft higher, you can shoot 50ft. further) to a maximum of +100ft. But for 2 people fighting on a stairway, for example, it won't make a huge amount of difference.
Sorry to say that, excepting foolish maneuvers like trying to do a flip over the person on the hill, the high ground doesn't offer much! If Anakin had just attacked, the fight would probably have just moved on!
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Ah, that makes sense, thank you Thoruk. I had wondered why it was shown as effective in fantasy, I just knew it has been used a bit.
Only spilt the party if you see something shiny.
Ariendela Sneakerson, Half-elf Rogue (8); Harmony Wolfsbane, Tiefling Bard (10); Agnomally, Gnomish Sorcerer (3); Breeze, Tabaxi Monk (8); Grace, Dragonborn Barbarian (7); DM, Homebrew- The Sequestered Lands/Underwater Explorers; Candlekeep