About to start playtesting these with a new group but wanted to see if there was any glaring issues I might have missed or could better clarify. I have a few others that I'm still working on.
1. Initiative - Use Wisdom instead of Dexterity.
Why? Dexterity represents agility and balance and while being agile may sound like what should make you go first situational awareness, represented by Wisdom, is just as valid if not more so. Also Dexterity is way over represented in an average D&D session.
2. Armor Class - You may use Dexterity OR Constitution for AC calculations.
Why? Dexterity is more indicative of dodging hits. Constitutions would be more representative of the ability to shrug off hits. This allows for more variety in combat builds. Ex. A Strength and Constitution based monk could be used for classic Sumo or Iron Monk builds. This also allows for optimized fighter and ranger builds that aren't Dex based. I believe a Str/Con rogue build is also viable with this rule for an enforcer style gangster build. This potentially provides a small but very nice boost at low levels for clerics and paladins.
3. Intimidation - May use Charisma, Strength, or Wisdom for Intimidation checks.
Why? This adds more ways to roleplay characters stats. Charisma involves conveying intent to cause harm. Strength would involve obvious/overt ability to cause harm. Wisdom could be used to deduce an effective threat.
4. Hit Points - At 1st level HP equals Constitution stat plus max class hit die. At 2nd level on HP equals Constitution modifier plus average hit die.
Why? This increases player survival by reducing low level one shoting of a character. While they are new adventurers they are supposedly capable ones. This low level increase quickly balances out while leveling.
Note: This change is also applied to NPCs.
5. Ambush - This is an action that allows you to wait for an enemy with a readied action. The ambushers make a stealth check to set an ambush versus an active or passive perception check as deemed by the GM. If the ambushers succeed they may (with advantage) take one attack, cast a spell, move, or complete an interaction. If the ambush fails this becomes an attempt at a surprise attack.
Ambushers order of attacks can be determined with an initiative roll but are considered simultaneous unless otherwise stated
After the ambush the first round of combat begins. The ambushed targets then get to roll a second perception check. If the ambushed target fails to beat the ambusher's stealth they are now considered surprised for the first round of combat.
Note: GM decides if these are group checks or individual ones. A player
Why? Ambush style attacks aren't really clarified. In previous editions this was handled with a surprise round which doesn't exist in 5e. In 5e surprise is now more of a condition, even though it isn't listed under conditions. Surprise in the groups I have played with is never handled in direct accordance with 5e rules. This is just my ruling on how to handle an ambush style attack.
About to start playtesting these with a new group but wanted to see if there was any glaring issues I might have missed or could better clarify. I have a few others that I'm still working on.
1. Initiative - Use Wisdom instead of Dexterity.
Why? Dexterity represents agility and balance and while being agile may sound like what should make you go first situational awareness, represented by Wisdom, is just as valid if not more so. Also Dexterity is way over represented in an average D&D session.
2. Armor Class - You may use Dexterity OR Constitution for AC calculations.
Why? Dexterity is more indicative of dodging hits. Constitutions would be more representative of the ability to shrug off hits. This allows for more variety in combat builds. Ex. A Strength and Constitution based monk could be used for classic Sumo or Iron Monk builds. This also allows for optimized fighter and ranger builds that aren't Dex based. I believe a Str/Con rogue build is also viable with this rule for an enforcer style gangster build. This potentially provides a small but very nice boost at low levels for clerics and paladins.
3. Intimidation - May use Charisma, Strength, or Wisdom for Intimidation checks.
Why? This adds more ways to roleplay characters stats. Charisma involves conveying intent to cause harm. Strength would involve obvious/overt ability to cause harm. Wisdom could be used to deduce an effective threat.
4. Hit Points - At 1st level HP equals Constitution stat plus max class hit die. At 2nd level on HP equals Constitution modifier plus average hit die.
Why? This increases player survival by reducing low level one shoting of a character. While they are new adventurers they are supposedly capable ones. This low level increase quickly balances out while leveling.
Note: This change is also applied to NPCs.
5. Ambush - This is an action that allows you to wait for an enemy with a readied action. The ambushers make a stealth check to set an ambush versus an active or passive perception check as deemed by the GM. If the ambushers succeed they may (with advantage) take one attack, cast a spell, move, or complete an interaction. If the ambush fails this becomes an attempt at a surprise attack.
Ambushers order of attacks can be determined with an initiative roll but are considered simultaneous unless otherwise stated
After the ambush the first round of combat begins. The ambushed targets then get to roll a second perception check. If the ambushed target fails to beat the ambusher's stealth they are now considered surprised for the first round of combat.
Note: GM decides if these are group checks or individual ones. A player
Why? Ambush style attacks aren't really clarified. In previous editions this was handled with a surprise round which doesn't exist in 5e. In 5e surprise is now more of a condition, even though it isn't listed under conditions. Surprise in the groups I have played with is never handled in direct accordance with 5e rules. This is just my ruling on how to handle an ambush style attack.
As far as I can tell from what you said, #4 is literally the exact way the rules say to do HP.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
No it's not.
Standard Rule
1st level fighter with a 17 CON would have 13 hit points
(CON modifier + max hit die)
My Rule Change
1st level fighter with a 17 CON would have 27 hit points
(CON stat + max hit die)
Oh, your change would add the CON score to the HP instead of CON modifier. I get it now.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Yes. Different groups use slightly different terminology. The ones I've played with mostly use stat instead of score.
Oh, sorry if it looked like I was correcting your terminology. That wasn't my intent in italicizing those words.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
No problem. I was just clarifying my reason for using stat in case there was any confusion. :)