doctorbadwolf
Heretic of The Seventh Circle
My group has recently adopted a new house rule, and are discussing some others (and some DMG optional rules), and I’d love some feedback on what y’all think.
So, starting with those already in place.
*1st level bonus Feat. At first level, every character (including most of my NPCs/monsters) receives a feat of their choice. (Yes, including SS and GWM, and including humans)
*Bonus ASIs. When you take a feat from your class, you gain +1 to any stat of your choice.
These help us play the game the way we want, with a lot of customization, without sacrificing the ability to improve our basic math.
*Multiclassing and feat prerequisites are mostly null. Especially the ones clearly there to enforce default flavor.
Newer:
*Critical hits apply maximum damage on the damage die, and then you roll the dice again. So, your minimum crit damage increases, but the max remains the same, and you never have a crit that does less than the average non-crit.
Being considered:
*All combatants can trade an attack as part of the attack action to do one of the following. Edit: These work like Battlemaster maneuvers, except you don’t get any extra bonus (obv) and you trade an attack for the special action, while a BM maneuver lets you add to an attack.
+Trip an opponent
+Shove an opponent
+Distract someone concentrating on a spell
+Goad someone into focusing on you
+Provide an opportunity for an ally to move without OAs/impose disadvantage on an enemy’s OAs
+Possibly trade an action to give an ally an attack against a target you could hit as a reaction.
So, what y’all think?
Edit: I also forgot: trade an attack to make a feint or other move against a target that allows a Reaction Attack if they cast a spell. If it hits, they have to make a Concentration check. They know what you’re doing, and can plan their turn accordingly
So, starting with those already in place.
*1st level bonus Feat. At first level, every character (including most of my NPCs/monsters) receives a feat of their choice. (Yes, including SS and GWM, and including humans)
*Bonus ASIs. When you take a feat from your class, you gain +1 to any stat of your choice.
These help us play the game the way we want, with a lot of customization, without sacrificing the ability to improve our basic math.
*Multiclassing and feat prerequisites are mostly null. Especially the ones clearly there to enforce default flavor.
Newer:
*Critical hits apply maximum damage on the damage die, and then you roll the dice again. So, your minimum crit damage increases, but the max remains the same, and you never have a crit that does less than the average non-crit.
Being considered:
*All combatants can trade an attack as part of the attack action to do one of the following. Edit: These work like Battlemaster maneuvers, except you don’t get any extra bonus (obv) and you trade an attack for the special action, while a BM maneuver lets you add to an attack.
+Trip an opponent
+Shove an opponent
+Distract someone concentrating on a spell
+Goad someone into focusing on you
+Provide an opportunity for an ally to move without OAs/impose disadvantage on an enemy’s OAs
+Possibly trade an action to give an ally an attack against a target you could hit as a reaction.
So, what y’all think?
Edit: I also forgot: trade an attack to make a feint or other move against a target that allows a Reaction Attack if they cast a spell. If it hits, they have to make a Concentration check. They know what you’re doing, and can plan their turn accordingly
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