I was looking over some of the rules for Pathfinder 2 and I found that i really like the Critical system and the death saves system for this game and will incorporate it into my DnD game. I was wondering what other rules I might want to take a look at from pathfinder or any other games. Also dont mind any homebrew rules/systems anyone wants to suggest to make the game better.
Critical success or failure means beating or failing the target number by 10. Saves have critical successes, and critical failure. The example fireball does the normal half damage on a success, but on a critical success it does no damage, and on a critical failure it does double damage.
Dying/Death Saves
immediately move your initiative position to directly before the creature or effect that reduced you to 0 Hit Points.
You gain the dying 1 condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the dying 2 condition instead. If you have the wounded condition(You have been reduced to 0 before) , increase these values by your wounded value. If the damage came from a nonlethal attack or effect, you don’t gain the dying condition— you are instead unconscious with 0 Hit Points.
I don't know anything about PF2, but as someone who played an intimidation-based combatant in Pathfinder, I was a bit disappointed that it had no real combat counterpart in 5e. Allowing an intimidation check in combat to impose the frightened condition on someone in combat is a little too strong and there is nothing quite like the shaken condition in 5e that just grants -2 to attack rolls. I'm still looking for a way to homebrew it that isn't overly complicated and doesn't bog down gameplay.
Also, I love love love the inquisitor class. I have been making a homebrew Oath of Inquisition for 5e Paladins, but it still has a long ways to go.
EDIT for clarity: In Pathfinder, you can make an intimidation check in combat against a DC based on the opponent's stats. If successful, you can apply the shaken condition, which states "A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks."
You may want to explain what those rules ARE, and how you're adapting them to 5e, for the people who don't have a PF2e book or know where to find the PF2e SRD
Critical success or failure means beating or failing the target number by 10. Saves have critical successes, and critical failure. The example fireball does the normal half damage on a success, but on a critical success it does no damage, and on a critical failure it does double damage
When you’re reduced to 0 Hit Points, you’re knocked out with the following effects:
You immediately move your initiative position to directly before the creature or effect that reduced you to 0 Hit Points.
You gain the dying 1 condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the dying 2 condition instead. If you have the wounded condition (You have been reduced to 0 before), increase these values by your wounded value. If the damage came from a nonlethal attack or effect, you don’t gain the dying condition— you are instead unconscious with 0 Hit Points.
Right. Those are easy enough to find on The Googles.
What do they mean?
What is "Dying 1" or "Dying 2"? From what I see, that's just normal death saves except on a scale instead of just counting tics. How does this change the game of D&D 5e? What does it add, and at what cost?
Same with critical success/failure. In a Pathfinder game where one can add +150 to any given roll under the right circumstances I could see where something like that works, but in 5e not only is there no provision for the Pathfinder system of varied effects (i.e. 'Spell has an effect on Critical Failure, Failure, Success, and Critical Success'), but numbers are much smaller overall. Again - what does it add? How are you using those rules? What do they mean for your 5e game, and why import them from Pathfinder rather than just playing Pathfinder?
Right. Those are easy enough to find on The Googles.
What do they mean?
What is "Dying 1" or "Dying 2"? From what I see, that's just normal death saves except on a scale instead of just counting tics. How does this change the game of D&D 5e? What does it add, and at what cost?
Same with critical success/failure. In a Pathfinder game where one can add +150 to any given roll under the right circumstances I could see where something like that works, but in 5e not only is there no provision for the Pathfinder system of varied effects (i.e. 'Spell has an effect on Critical Failure, Failure, Success, and Critical Success'), but numbers are much smaller overall. Again - what does it add? How are you using those rules? What do they mean for your 5e game, and why import them from Pathfinder rather than just playing Pathfinder?
These are great points. They aren't saying don't do it but trying to find out the value of what the rules would add and how it changes D&D 5e. Perhaps you'll find the added benefit is small and doesn't merit the work needed to import them. Perhaps you'll decide that you do want them and will have thought through the response for that moment when a player asks why you're doing it that way when it's not in the Core books. Also, the answers to the questions can help you decide how to narrate the results when they show up in a game so that it's not simply another accounting method.
I'm just asking if y'all have any tweaks or stuff you Barrow from other games, I like the idea of anything over 10 being a crit success or failure. I also like that your initiative changes to go infront of the person that reduced you to 0 as well as if you have come back from 0 once, you death saves are now increased instead of the basic 10 or over. I'm not saying either way is right, I was just looking for stuff that y'all have stolen that you like and you think enhances your game
...right. Here. let me give you an example of how to actually have this sort of discussion.
A little bit ago, I posted an idea called Wild Card Initiative. It was based on the initiative/turn-ordering rules in Savage Worlds, which I grew to really enjoy trying the system out under a different GM. I hate the fixed, super gameable initiative system in 5e and how it makes your actual initiative score/modifier basically pointless, but the Savage Worlds system didn't add any sort of initiative modification at all. You got your card and that was about it. So I tried to blend the two rules, as described in that thread nobody paid attention to. Hueh.
In playtesting for my online game, I discovered that Wild Card doesn't work online. When one cannot physically hand someone their card(s) and then move on, the system bogs down and becomes a giant bookkeeping hassle. It ended up doing exactly the opposite of what I hoped it would, and so has been shelved until I can run a physical game - but man, I still think it'd be wild in a physical game. The idea of never knowing when, exactly, your turn will land, of trying to figure out the best plan of action for any given moment while the situation shifts and changes fluidly and chaotically around you...in Savage Worlds it made fights feel much more like fights, and not just JRPG by-the-numbers fragdowns. You'd likely honestly be shocked by how much chaos varying initiative order every turn injects back into a combat scene.
Sadly, 5e just doesn't care, and without some fancy randomizer tool I can set up ahead of time (which likely exists but I'm too lazy to find it/cheap to pay for it), we're mostly just stuck with basic, boring, totally-detracts-from-combat-but-nobody-knows-it fixed 5e initiative.
So. That's the rule I 'stole', how and why I tried to implement it, how that implementation worked out, and notes on the whole thing. Any similar information on your filched Pathfinder rules?
That’s why so many people roll every turn as a houserule. It makes initiative matter more.
Now image that Great Weapon Master & Sharpshooter also had initiative penalties. -5 to hit and -5 to initiative (because the heavy swing took longer to recover from... and sharpshooter simply for balance since it'd be counterintuitive to say that something that took longer with shooting caused it to be more likely that the projectile missed).
Perhaps it'd be better to role each round and the modifier subtracted from the d20 roll. Then each subsequent roll would be added to the previous roll, which might allow someone to take two turns before another took one... but that would Jack up the 6 sec per round thing, causing spellcasting accounting to be a holy nightmare... nevermind.
I was looking over some of the rules for Pathfinder 2 and I found that i really like the Critical system and the death saves system for this game and will incorporate it into my DnD game. I was wondering what other rules I might want to take a look at from pathfinder or any other games. Also dont mind any homebrew rules/systems anyone wants to suggest to make the game better.
Critical success or failure means beating or failing the target number by 10. Saves have critical successes, and critical failure. The example fireball does the normal half damage on a success, but on a critical success it does no damage, and on a critical failure it does double damage.
Dying/Death Saves
I don't know anything about PF2, but as someone who played an intimidation-based combatant in Pathfinder, I was a bit disappointed that it had no real combat counterpart in 5e. Allowing an intimidation check in combat to impose the frightened condition on someone in combat is a little too strong and there is nothing quite like the shaken condition in 5e that just grants -2 to attack rolls. I'm still looking for a way to homebrew it that isn't overly complicated and doesn't bog down gameplay.
Also, I love love love the inquisitor class. I have been making a homebrew Oath of Inquisition for 5e Paladins, but it still has a long ways to go.
EDIT for clarity: In Pathfinder, you can make an intimidation check in combat against a DC based on the opponent's stats. If successful, you can apply the shaken condition, which states "A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks."
"Not all those who wander are lost"
You may want to explain what those rules ARE, and how you're adapting them to 5e, for the people who don't have a PF2e book or know where to find the PF2e SRD
Please do not contact or message me.
Sorry forgot to add those
Critical success or failure means beating or failing the target number by 10. Saves have critical successes, and critical failure. The example fireball does the normal half damage on a success, but on a critical success it does no damage, and on a critical failure it does double damage
When you’re reduced to 0 Hit Points, you’re knocked out with the following effects:
Right. Those are easy enough to find on The Googles.
What do they mean?
What is "Dying 1" or "Dying 2"? From what I see, that's just normal death saves except on a scale instead of just counting tics. How does this change the game of D&D 5e? What does it add, and at what cost?
Same with critical success/failure. In a Pathfinder game where one can add +150 to any given roll under the right circumstances I could see where something like that works, but in 5e not only is there no provision for the Pathfinder system of varied effects (i.e. 'Spell has an effect on Critical Failure, Failure, Success, and Critical Success'), but numbers are much smaller overall. Again - what does it add? How are you using those rules? What do they mean for your 5e game, and why import them from Pathfinder rather than just playing Pathfinder?
Please do not contact or message me.
These are great points. They aren't saying don't do it but trying to find out the value of what the rules would add and how it changes D&D 5e. Perhaps you'll find the added benefit is small and doesn't merit the work needed to import them. Perhaps you'll decide that you do want them and will have thought through the response for that moment when a player asks why you're doing it that way when it's not in the Core books. Also, the answers to the questions can help you decide how to narrate the results when they show up in a game so that it's not simply another accounting method.
I'm just asking if y'all have any tweaks or stuff you Barrow from other games, I like the idea of anything over 10 being a crit success or failure. I also like that your initiative changes to go infront of the person that reduced you to 0 as well as if you have come back from 0 once, you death saves are now increased instead of the basic 10 or over. I'm not saying either way is right, I was just looking for stuff that y'all have stolen that you like and you think enhances your game
...right. Here. let me give you an example of how to actually have this sort of discussion.
A little bit ago, I posted an idea called Wild Card Initiative. It was based on the initiative/turn-ordering rules in Savage Worlds, which I grew to really enjoy trying the system out under a different GM. I hate the fixed, super gameable initiative system in 5e and how it makes your actual initiative score/modifier basically pointless, but the Savage Worlds system didn't add any sort of initiative modification at all. You got your card and that was about it. So I tried to blend the two rules, as described in that thread nobody paid attention to. Hueh.
In playtesting for my online game, I discovered that Wild Card doesn't work online. When one cannot physically hand someone their card(s) and then move on, the system bogs down and becomes a giant bookkeeping hassle. It ended up doing exactly the opposite of what I hoped it would, and so has been shelved until I can run a physical game - but man, I still think it'd be wild in a physical game. The idea of never knowing when, exactly, your turn will land, of trying to figure out the best plan of action for any given moment while the situation shifts and changes fluidly and chaotically around you...in Savage Worlds it made fights feel much more like fights, and not just JRPG by-the-numbers fragdowns. You'd likely honestly be shocked by how much chaos varying initiative order every turn injects back into a combat scene.
Sadly, 5e just doesn't care, and without some fancy randomizer tool I can set up ahead of time (which likely exists but I'm too lazy to find it/cheap to pay for it), we're mostly just stuck with basic, boring, totally-detracts-from-combat-but-nobody-knows-it fixed 5e initiative.
So. That's the rule I 'stole', how and why I tried to implement it, how that implementation worked out, and notes on the whole thing. Any similar information on your filched Pathfinder rules?
Please do not contact or message me.
That’s why so many people roll every turn as a houserule. It makes initiative matter more.
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Now image that Great Weapon Master & Sharpshooter also had initiative penalties. -5 to hit and -5 to initiative (because the heavy swing took longer to recover from... and sharpshooter simply for balance since it'd be counterintuitive to say that something that took longer with shooting caused it to be more likely that the projectile missed).
Perhaps it'd be better to role each round and the modifier subtracted from the d20 roll. Then each subsequent roll would be added to the previous roll, which might allow someone to take two turns before another took one... but that would Jack up the 6 sec per round thing, causing spellcasting accounting to be a holy nightmare... nevermind.
Don't know if you had heard of mike mearls initiative but if your looking for something different
https://youtu.be/pOz35qLj_8c
I've never tried it and my players all seemed interested in it but we haven't tried it yet either