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D&D 5E What variant rules should I add to my new campaign?

Hah, and gaming comes full circle. Old-school wargaming called this... hit points.

There's no right way to do these things, but one reason we've never expanded past one-shot or wounded for our minion rules use ease of tracking. We just toss a little red plastic bead on the map next to the wounded monsters, effectively removing the bookkeeping.
 

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I strongly recommend against using the optional rule for flanking. It makes achieving advantage on attacks entirely too trivial, in my opinion.

My group will be starting a new campaign in a few weeks. I'm looking for ways to enrich the tactical experience (as some of the players quite enjoyed 4e).
What official variant rules have you had success in adding to the game to make 5e a little more robust?

I haven't actually tried any of these yet, but these are the ones from the DMG I would like to try, in order of decreasing interests:

1) Action Options: These are IMHO almost a no-brainer additions if you want to increase the tactical aspect of combat encounters.

2) Facing: Part of me is afraid that this is too fiddly, and it almost certainly requires minis to use these rules consistently. But it definitely increases the tacticalities of combat.

3) Flanking: For some reasons, the author of the excellent The Monsters Know blog strongly suggests to use the flanking rules, while others hate them. Overall they aren't difficult to use, and they certainly do have tactical consequences on how people play in combat. I expect flanking to generally shorten combat by increasing the average attack success rate of everyone, but let's keep in mind that this includes the monsters. Many characters/monsters might be able to use special abilities that activate on advantage more often. Then how exactly this whole thing will end up I cannot say... it's possible that overall combat even becomes less tactical if everyone is always looking for flanking for cheap advantage and neglects every other option to get the same advantage; but it's also possible that another gaming group will start thinking harder about how to negate the advantage of flanking monsters, thus making the whole game more tactical. I suppose you have to try to see how it works with your players.

4) Hitting Cover and Cleaving are a bit too fiddly for my tastes, but are small rules to add. The second one could actually help offsetting Flanking a little bit if it turns out that hordes of small monsters benefit too much from it.

5) Speed Factor, honestly I would leave it last... I am somewhat fascinated by this old-style option, but in truth I do not believe that it will change a lot the tactical choices of every player. Most martial players will still focus on their one weapon attack style they're best at and have invested into, there won't be much tactical choice on a round basis IMHO. Spellcasters might be more affected, and sometimes choose a faster lower-level spell over a slower higher-level spell, but that's it.
 

I haven't actually tried any of these yet, but these are the ones from the DMG I would like to try, in order of decreasing interests:

1) Action Options: These are IMHO almost a no-brainer additions if you want to increase the tactical aspect of combat encounters.

2) Facing: Part of me is afraid that this is too fiddly, and it almost certainly requires minis to use these rules consistently. But it definitely increases the tacticalities of combat.

3) Flanking: For some reasons, the author of the excellent The Monsters Know blog strongly suggests to use the flanking rules, while others hate them. Overall they aren't difficult to use, and they certainly do have tactical consequences on how people play in combat. I expect flanking to generally shorten combat by increasing the average attack success rate of everyone, but let's keep in mind that this includes the monsters. Many characters/monsters might be able to use special abilities that activate on advantage more often. Then how exactly this whole thing will end up I cannot say... it's possible that overall combat even becomes less tactical if everyone is always looking for flanking for cheap advantage and neglects every other option to get the same advantage; but it's also possible that another gaming group will start thinking harder about how to negate the advantage of flanking monsters, thus making the whole game more tactical. I suppose you have to try to see how it works with your players.

4) Hitting Cover and Cleaving are a bit too fiddly for my tastes, but are small rules to add. The second one could actually help offsetting Flanking a little bit if it turns out that hordes of small monsters benefit too much from it.

5) Speed Factor, honestly I would leave it last... I am somewhat fascinated by this old-style option, but in truth I do not believe that it will change a lot the tactical choices of every player. Most martial players will still focus on their one weapon attack style they're best at and have invested into, there won't be much tactical choice on a round basis IMHO. Spellcasters might be more affected, and sometimes choose a faster lower-level spell over a slower higher-level spell, but that's it.


1. I like the action options as long as they don't replace feats. If they do, those feats should give you a bonus (like advantage when doing a shove...etc...) Except 'Marked'. There's no drawback to Marking someone(unless I'm reading it wrong) so why wouldn't you just do it every single round? It seems silly to me.

2. I've already given my opinion on flanking and, due to the fact that you can move through an opponents threatened space without provoking an AoO (unlike 3e where moving more than 5feet provoked), it's much too easy to gain advantage and really removes the necessity for the Help Action in Combat.

3. I'm not sure what facing would actually add. If you add facing, then you might be able to add flanking by saying that whichever opponent you are facing does not gain a flank advantage but the opponent behind you does.

4. I LOVE hitting cover. We did this in 3e too. IMO DMs don't use other players as cover near enough but, if you do, risking hitting your allies adds so much tension. It also makes Sharpshooter a better feat that comes in to play more often. It also forces your archer character to move during combat and find better tactical locations. In 3e, if an ally was adjacent to an enemy, ranged attacks suffered from cover, regardless if you had a clear shot. In 5e, you can just rule that your ally can't be in the line of the shot which makes them move around the battlefield. Also makes feats like Mobility useful because PCs can run in attack and move away and then your archers can all fire.

5. Speed factor is neat. Once a player gets used to a weapon, it becomes automatic to add it to your initiative. There will be more tactical choice of weapon if you use the with the random initiative. It might cause some players to be frozen with indecision. The advantage of knowing your turn is being able to formulate your action while others go. That said, the combat could change right before your turn and now your player is frozen with indecision when his turn comes up. Using Action options gets rid of that. I'd try it for a bit and see how it goes. You can always change it back after.
 

Double post:
I was reading 'What can you do with Gold' thread and then in another thread, someone made a suggestion of allowing people to sacrifice their equipment to prevent a critical hit. I really like this idea. It kind of lets armour, shields and weapons do what they are designed for and then you have to go and spend down-time and gold to fix them. (or scrounge weapons and armour off your opponents if you don't have time/facilities/expertise to fix it yourself)
 

My group will be starting a new campaign in a few weeks. I'm looking for ways to enrich the tactical experience (as some of the players quite enjoyed 4e).
What official variant rules have you had success in adding to the game to make 5e a little more robust?

I've wanted to us the Facing rules, but my players voted against it. I have a few houserules, otherwise, but no real variants from the DMG.
 

Double post:
I was reading 'What can you do with Gold' thread and then in another thread, someone made a suggestion of allowing people to sacrifice their equipment to prevent a critical hit. I really like this idea. It kind of lets armour, shields and weapons do what they are designed for and then you have to go and spend down-time and gold to fix them. (or scrounge weapons and armour off your opponents if you don't have time/facilities/expertise to fix it yourself)

I'm tempted to steal this, but I also don't want to steal from a player's natural 20, so might not.
 


Hmmm... so a nat 20 does extra hp to wizards but does gold piece dmg to armor guys...

Well, if the wizard has a staff, he can sacrifice that.

As far as removing a player’s nat20, they are still getting payback: wizard loses his staff which was his focus, Knight loses his armour and AC drops, Enemy Barbarian loses that Great Axe, enemy loses a shield.

And because it’s voluntary, you never have to feel obligated to sacrifice anything.
 

Well, if the wizard has a staff, he can sacrifice that.

As far as removing a player’s nat20, they are still getting payback: wizard loses his staff which was his focus, Knight loses his armour and AC drops, Enemy Barbarian loses that Great Axe, enemy loses a shield.

And because it’s voluntary, you never have to feel obligated to sacrifice anything.
So your wizards font carry non focus staves now? Bet they will once this goes into effect.

Cxn fighter have armor component pouches yo cover them when they get crits?

Obviously this will be NPCs I am talking about, cancelling PC crit rolls.
 

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