doctorbadwolf
Heretic of The Seventh Circle
The DMG is a dense book, full of options, tables, and sundry rules and particulars, so it's no surprise most folks tend to forget some of this stuff is even in there!
Here are a few that I was surprised to be reminded of recently, that I'll be putting a printable document soon in order to avoid forgetting them again, and to incorporate them into my games.
First, Laser weapons.
The pistol deals 3d6 fire damage, has a range of 40/120, and can do 50 shots before needing to reload the energy cell.
The Rifle is basically the same but 3d8, longer range, and more shots per energy cell charge.
so, the basic blaster weapons from Star Wars Saga Edition! With how beefy 5e PCs become at even tier two, I see no reason that these weapons shouldn't be perfectly reasonable for a simply deadlier space-faring game, or for a space opera game wherein the heroes start with extra HP equal to their Con Score?
Add to all that how easy it is to tack on a simple modification or two to a weapon and make it a "magic weapon", with things like extended range, X/day charges of extra damage, different damage types, or even just "Stun setting. As a bonus action you can set this weapon to deal non-lethal "stun" damage. When you do so, damage that reduces a creature to 0hp still renders them unconcious, but does not cause them to be dying." and oh hey you've got most of what you need to Stars War in DnD, as far as the non-jedi weaponry goes.
Next up, special combat actions!
Mark. This is really fun. Requires hitting the target, so it's not like your rogue can just OA every creature on the field and deal full sneak attack damage every turn, or whatever, but it does allow a "tank" to be "sticky", especially combined with other existing defender options. Why don't more people use this? It's even more effective in the hands of a fighter than anyone else at high levels, but also allows Barbarians and Paladins, the other two classic defenders, to really punish enemies to who try to circumvent them, all without giving up other reactions like Protection Fighting style.
Disarm, Shove Aside, Overrun, and Tumble. I love these, both in their simplicity, and in how they are great examples of just extrapolating existing rules onto a mechanically similar situation.
Cleave. I love the basic idea here, but I do kind of hate the implementation. In my games, after level 11, we simply say that your overdamage carries over to another creature within your reach or range. Done. If that mows through 6 zombies in one attack, awesome! Tell me what that looks like!
What about y'all? Any gems you feel are underused and underrated in the DMG? Any items in the DMG tht are close enough to great that you've made a simple change to get the most out of them?
Here are a few that I was surprised to be reminded of recently, that I'll be putting a printable document soon in order to avoid forgetting them again, and to incorporate them into my games.
First, Laser weapons.
The pistol deals 3d6 fire damage, has a range of 40/120, and can do 50 shots before needing to reload the energy cell.
The Rifle is basically the same but 3d8, longer range, and more shots per energy cell charge.
so, the basic blaster weapons from Star Wars Saga Edition! With how beefy 5e PCs become at even tier two, I see no reason that these weapons shouldn't be perfectly reasonable for a simply deadlier space-faring game, or for a space opera game wherein the heroes start with extra HP equal to their Con Score?
Add to all that how easy it is to tack on a simple modification or two to a weapon and make it a "magic weapon", with things like extended range, X/day charges of extra damage, different damage types, or even just "Stun setting. As a bonus action you can set this weapon to deal non-lethal "stun" damage. When you do so, damage that reduces a creature to 0hp still renders them unconcious, but does not cause them to be dying." and oh hey you've got most of what you need to Stars War in DnD, as far as the non-jedi weaponry goes.
Next up, special combat actions!
Mark. This is really fun. Requires hitting the target, so it's not like your rogue can just OA every creature on the field and deal full sneak attack damage every turn, or whatever, but it does allow a "tank" to be "sticky", especially combined with other existing defender options. Why don't more people use this? It's even more effective in the hands of a fighter than anyone else at high levels, but also allows Barbarians and Paladins, the other two classic defenders, to really punish enemies to who try to circumvent them, all without giving up other reactions like Protection Fighting style.
Disarm, Shove Aside, Overrun, and Tumble. I love these, both in their simplicity, and in how they are great examples of just extrapolating existing rules onto a mechanically similar situation.
Cleave. I love the basic idea here, but I do kind of hate the implementation. In my games, after level 11, we simply say that your overdamage carries over to another creature within your reach or range. Done. If that mows through 6 zombies in one attack, awesome! Tell me what that looks like!
What about y'all? Any gems you feel are underused and underrated in the DMG? Any items in the DMG tht are close enough to great that you've made a simple change to get the most out of them?