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General Tabletop Discussion
*Dungeons & Dragons
5e combat system too simple / boring?
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<blockquote data-quote="Dom de Dom" data-source="post: 6780811" data-attributes="member: 6790415"><p>Yeah I like it personally, although the game I am running they are 4th so still slightly limited, we also have a couple of games each around 11th.</p><p></p><p>Interesting that you think the simplicity is a winner over the previous complex systems.</p><p></p><p>Some options for houserules that my friends have suggested include - </p><p></p><p></p><p></p><p>Increase effectiveness of dual wielding by granting an extra off hand attack with dual weapon feat.</p><p></p><p>Drop concentration just to see what happens. Or how about you can concentrate on a number of spells at a time depending on your level</p><p></p><p>Possible increase of spellslots for all casters.</p><p></p><p>Give more spells on level up to wizards and anyone with a spellbook, measured by Int score</p><p></p><p>Armour that's good against certain weapons, bad against others, same for weapons.</p><p></p><p>Weapon speeds.</p><p></p><p>House rule on flanking +1 to hit</p><p>Charge attack available to all, Action, move half move do one attack but grant advantage or +2 to hit until next turn.</p><p></p><p>Grant grapple bonuses based on size.</p><p></p><p>Skill specialisations, one per Int bonus, +1 or 2 to a sub skill eg. Athletics (shove), Arcana (necromancy), Stealth (Moving silently). For each specialisation you have a negative modifier on a different skill.</p><p></p><p>Hamstring - attack with weapon, hit and slowed, no damage. </p><p>Also something called 5 foot steps… which I don’t understand!</p></blockquote><p></p>
[QUOTE="Dom de Dom, post: 6780811, member: 6790415"] Yeah I like it personally, although the game I am running they are 4th so still slightly limited, we also have a couple of games each around 11th. Interesting that you think the simplicity is a winner over the previous complex systems. Some options for houserules that my friends have suggested include - Increase effectiveness of dual wielding by granting an extra off hand attack with dual weapon feat. Drop concentration just to see what happens. Or how about you can concentrate on a number of spells at a time depending on your level Possible increase of spellslots for all casters. Give more spells on level up to wizards and anyone with a spellbook, measured by Int score Armour that's good against certain weapons, bad against others, same for weapons. Weapon speeds. House rule on flanking +1 to hit Charge attack available to all, Action, move half move do one attack but grant advantage or +2 to hit until next turn. Grant grapple bonuses based on size. Skill specialisations, one per Int bonus, +1 or 2 to a sub skill eg. Athletics (shove), Arcana (necromancy), Stealth (Moving silently). For each specialisation you have a negative modifier on a different skill. Hamstring - attack with weapon, hit and slowed, no damage. Also something called 5 foot steps… which I don’t understand! [/QUOTE]
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