Five Simple House Rules for Better Combat in Dungeons and Dragons 5e
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Channel: Dungeon Dudes
Views: 724,822
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Keywords: dungeons, dragons, tabletop, gaming, roleplaying, games, accessories, rules, rule, gameplay, play, game, rpg, d20, player, character, D&D, 5e, DM, PC, tips, advice, guide, guides, review, dice, books, book
Id: xAO1aYhWZl0
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Length: 19min 44sec (1184 seconds)
Published: Thu Sep 05 2019
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I was on board with the critical hit house rule until they said they think it's fine maximizing smite and sneak attack damage or other such effects. That's totally fucking crazy, lol. No way I'd allow that. Yeah it's fun for the rogue or paladin to one shot an enemy, but is it fun for the rest of the table?
I always ask my players, if I'm DMing, if they want to use the max crit role. If they get to use it so do the "monsters".
I've had to many "yay! Crit!" Moments ruined by my friends terrible rolls. They need all the help they can get.
Personally, I enjoy having advantage and disadvantage stack, even though it's probably not the best idea. Who doesn't love rolling more dice?
We created this short video summarizing five house rules we pilfered from D&D 4e and use now in our D&D 5e campaigns. We find they lead to richer tactical combat, more exciting and dramatic moments in battle, and make life easier for the Dungeon Master, too.
Bookmarks for each of the rules discussed in this episode:
We've also prepared a handy Google Doc with the full text of the house rules presented in the video.
Balance wise - and there's a chance nobody cares about this - it's likely to turn the Champion into even more of a meatgrinder. Improved Critical at level 3 means a crit one time out of ten. Intelligent use of advantage, extra attack, maybe two weapon fighting as well, that's going to be a lot of crits, so the advantages of your Better Critical Hits are amplified for the Champion.
Obviously the flipside to that is that Champion is incredibly dull to play so I guess you gotta throw people a bone.
While I like the idea of nitpicking 4th edition mechanics, in my experience they do not always fit into 5th edition. Specifically the minion rule. While most classes had some sort of AOE or multi-attack in 4th, there are several classes that have no such abilities in 5th.
This means that if you're playing a battlemaster or a rogue with one attack, minions are gonna feel much more deadly as opposed to a wizard that can kill any 3 minions with a level 1 magic missile.
While I like the concept as a dungeon master, I do not like it as a player and it also felt too "meta" for me. As in, it feels too much like I'm playing a video game when I hit an ogre for 5 damage and he falls flat.
Maybe it just takes some getting used to, but I tried the minion rule after watching a Colville video and it didn't stick.
The potions rule exists if you have a cleric in your party already; see: Beacon of Hope.
1, Maximized Crits. I think what I'd be inclined to do for criticals is not to do maximized+plus, but instead calculate what max damage for a normal hit would be and reroll if your crit does less than that. Alternately, maximize the attack, and then roll a single die and add it on top. Your rule, as is, just seems too extreme for some classes/monsters.
2, Maximized Healing Potions. I agree that bonus action potions is a little much, and that 5e healing potions don't really feel very impactful. But, that's 5e healing in general. I feel like I'd sooner make healing potions cheaper/easier to acquire than I'd increase how much they heal. I wouldn't want them to make healing magic feel piddling by comparison. One thing I do do, is sell rather cheap salves that take 1 minute to apply and let a PC spend a hit die. Just for times the players need healing but don't want to take the time to fully short rest.
3, Flanking. I'll be honest, I feel very, very negative about flanking in 5e. Advantage, definitely not as it directly conflicts with or minimizes so many abilities of both PCs and monsters. Even a +2 bonus though, I think, is unwarranted in 5e. It made sense in 4e, as the movement rules were so different. Any unprotected movement in attack range provoked an opp attack, and instead of the Disengage action you would Shift one square to move protected. In 5e, however, all you need to do is walk to the other side. You had to be a lot more strategic in 4e to acquire combat advantage through flanking, while in 5e it's often trivial. I kind of miss 4e positioning strategy.
4, Bloodied Condition. 100%, I wish the bloodied condition was a genuine condition. 5e already talks about 1/2 hit points as a marker for when a creature is visibly showing injuries. So, in a way 5e already has the bloodied condition. I agree that there are a lot of monster abilities that could get tied to it, but there are pretty much only creatures who have effects that trigger off of their own bloodied condition. Furthermore, you could have creatures that don't show off injuries or have flagging energy such as undead/constructs/elementals/plants be immune to the Bloodied condition and therefore not trigger bloodthirsty effects. I see why the 5e designers would avoid it, though, as it makes it something that you have to track for every creature and potentially slow things down, especially for those who play Theater of the Mind.
5, Minions. I've used minions in 5e, but only in very specialized situations. One of the things I like about 5e is that weak enemies can stay relevant, and minions kind of break the verisimilitude that 5e brings. So, I wouldn't necessarily do 1hp minion goblins, orcs, or cultists. Though, I have done a similar thing where, say, I'm using 12 hp monsters and keep in mind that if a PC deals 12+ damage, they instantly die, and if they deal less, than I marked the creature as bloodied so any additional damage will kill it.
As far as 1 hp minions I've used, what I've felt positively about are 1 hp zombies who still have Undead Fortitude. So, it still matters how much damage the PCs do to it, as it'll make a saving throw to survive based on it, but I don't have to track their HP. For these masses of zombies specifically, I also give them a +1 to attack, damage, and grapple/shove checks for each other zombie adjacent to the target PC, to easily emulate the classic zombie scenario of dozens of weak walkers cornering, grabbing, pulling down, and killing someone.
I'm not a big fan of the flanking bonus as it props up the already (borderline?) problematic great weapon master feat. Now they are getting a -3 to hit for +10 damage..