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Ten House Rules for More Dynamic 5E Combat
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<blockquote data-quote="el-remmen" data-source="post: 8939676" data-attributes="member: 11"><p>So today I posted an article as part of the <em>Rules Lab </em>feature of the HOW-I-RUN-IT.com site explaining 10 rules I use at my table that help foster dynamic and engaging tactical D&D combat. While the house rules suggestions are mostly geared to play with minis/markers and a grid, I am equally comfortable running TotM style games/combat and use all the same rules when running that way as well. I also know these are not to everyone's style, but at the very least I hope there will be something here that you'll find useful.</p><p></p><p>[URL unfurl="true"]https://how-i-run-it.com/2023/02/16/dynamic-combat/[/URL]</p><p></p><p>The list of 10 rules we use is:</p><ol> <li data-xf-list-type="ol">Ad Hoc Advantage/Disadvantage.</li> <li data-xf-list-type="ol">Everyone is an Ambusher.</li> <li data-xf-list-type="ol">Flanking.</li> <li data-xf-list-type="ol">Allies, Cover, & Ranged Combat.</li> <li data-xf-list-type="ol">Death Saves Revived.</li> <li data-xf-list-type="ol">Hero Points.</li> <li data-xf-list-type="ol">Ready & Delay.</li> <li data-xf-list-type="ol">Squeezing.</li> <li data-xf-list-type="ol">Diagonal Movement (& Measuring Sticks)</li> <li data-xf-list-type="ol">Minions.</li> </ol><p>As I mention in the article, while my group uses all of these (and more), I don't necessarily recommend adopting all of them even if you like them all (which, lets be honest, I doubt anyone will like them <em>all) </em>but think it is better to start with #1 to get a feel for it and then introduce 1 or 2 at a time as applicable.</p><p></p><p>You'll have to read the article for the details of how I run it, but the short version for each is as follows:</p><ol> <li data-xf-list-type="ol"><strong>Ad Hoc Advantage/Disadvantage</strong> - apply/declare Dis/Advantage based on the detailed circumstances of the combat</li> <li data-xf-list-type="ol"><strong>Everyone is an Ambusher </strong>- everyone gains Advantage against surprised opponents</li> <li data-xf-list-type="ol"><strong>Flanking </strong>- just like the DMG option suggests</li> <li data-xf-list-type="ol"><strong>Allies, Cover, & Ranged Combat </strong>- make shooting into melee potentially perilous forcing more careful positioning</li> <li data-xf-list-type="ol"><strong>Death Saves Revived </strong>- The Dying condition doesn't necessarily make you unconscious</li> <li data-xf-list-type="ol"><strong>Hero Points</strong> - mini-inspiration dice everyone gets to accomplish crucial things</li> <li data-xf-list-type="ol"><strong>Ready & Delay</strong> - stolen from 3E to have a more dynamic initiative that can change.</li> <li data-xf-list-type="ol"><strong>Squeezing </strong>- sometimes it is okay for more than one character to occupy the same space (though there are penalties)</li> <li data-xf-list-type="ol"><strong>Diagonal Movement (& Measuring Sticks) </strong>- make sure you count diagonal movement differently than horizontal/vertical movement</li> <li data-xf-list-type="ol"><strong>Minions </strong>- not quite the 4E version, but simple rules for cutting through lots of mooks and simulating each of them having a different hit point total.</li> </ol><p>Anyway, I am sure people will have opinions and I am happy to hear them and to answer questions either on the site or on here. But to be clear, I have been using these rules and approaches for years over various editions to great effect, but they work best with a operational philosophy when running combat that a) builds encounters with terrain and setting in mind, b) run enemies with motives and strategies that fit them (not necessarily "optimal" ones), c) model the kind of combat activities you want players to try with their enemies.</p></blockquote><p></p>
[QUOTE="el-remmen, post: 8939676, member: 11"] So today I posted an article as part of the [I]Rules Lab [/I]feature of the HOW-I-RUN-IT.com site explaining 10 rules I use at my table that help foster dynamic and engaging tactical D&D combat. While the house rules suggestions are mostly geared to play with minis/markers and a grid, I am equally comfortable running TotM style games/combat and use all the same rules when running that way as well. I also know these are not to everyone's style, but at the very least I hope there will be something here that you'll find useful. [URL unfurl="true"]https://how-i-run-it.com/2023/02/16/dynamic-combat/[/URL] The list of 10 rules we use is: [LIST=1] [*]Ad Hoc Advantage/Disadvantage. [*]Everyone is an Ambusher. [*]Flanking. [*]Allies, Cover, & Ranged Combat. [*]Death Saves Revived. [*]Hero Points. [*]Ready & Delay. [*]Squeezing. [*]Diagonal Movement (& Measuring Sticks) [*]Minions. [/LIST] As I mention in the article, while my group uses all of these (and more), I don't necessarily recommend adopting all of them even if you like them all (which, lets be honest, I doubt anyone will like them [I]all) [/I]but think it is better to start with #1 to get a feel for it and then introduce 1 or 2 at a time as applicable. You'll have to read the article for the details of how I run it, but the short version for each is as follows: [LIST=1] [*][B]Ad Hoc Advantage/Disadvantage[/B] - apply/declare Dis/Advantage based on the detailed circumstances of the combat [*][B]Everyone is an Ambusher [/B]- everyone gains Advantage against surprised opponents [*][B]Flanking [/B]- just like the DMG option suggests [*][B]Allies, Cover, & Ranged Combat [/B]- make shooting into melee potentially perilous forcing more careful positioning [*][B]Death Saves Revived [/B]- The Dying condition doesn't necessarily make you unconscious [*][B]Hero Points[/B] - mini-inspiration dice everyone gets to accomplish crucial things [*][B]Ready & Delay[/B] - stolen from 3E to have a more dynamic initiative that can change. [*][B]Squeezing [/B]- sometimes it is okay for more than one character to occupy the same space (though there are penalties) [*][B]Diagonal Movement (& Measuring Sticks) [/B]- make sure you count diagonal movement differently than horizontal/vertical movement [*][B]Minions [/B]- not quite the 4E version, but simple rules for cutting through lots of mooks and simulating each of them having a different hit point total. [/LIST] Anyway, I am sure people will have opinions and I am happy to hear them and to answer questions either on the site or on here. But to be clear, I have been using these rules and approaches for years over various editions to great effect, but they work best with a operational philosophy when running combat that a) builds encounters with terrain and setting in mind, b) run enemies with motives and strategies that fit them (not necessarily "optimal" ones), c) model the kind of combat activities you want players to try with their enemies. [/QUOTE]
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