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General Tabletop Discussion
*Dungeons & Dragons
5e combat system too simple / boring?
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<blockquote data-quote="Remathilis" data-source="post: 6781219" data-attributes="member: 7635"><p>The DMG lists a few options:</p><p></p><p>Grid Combat with Flanking and Facing: adds tactical depth and requires better knowledge of the terrain. I also recommend using the 1-2-1-2 method of square counting diagonals to stop diagonal movement from outpacing straightline. </p><p></p><p>Roll Initiative Each Round (w/Speed Factor): Adds randomness and uncertainty to combat, and demands greater choices of action (since high-weapon damage and higher-level spells now trade of effect for speed).</p><p></p><p>Attack Options: The DMG gives rules for Marking (great with Sentinel feat, but good alone), Disarming, Climbing on Large Creatures, Tumbling, and other Actions the PCs can try. </p><p></p><p>Hitting Cover: Want to give Ranged weapons more penalty? Allow them to occasionally hit allies on a miss. Gives them incentive to move around more. </p><p></p><p>Injuries and/or Massive Damage: Combat gets sloggy when all you're doing is trading HP. Instituting a rule that can disable or even kill a foe on a massive attack or crit will force PCs to chose their combats more wisely and use more tactics to gain advantage. </p><p></p><p>Now, all of these things will slow down combat, add additional checks, and possibly derail story-based games (especially when a random encounter spirals out of control thanks to good initiative rolls and some lucky crit-injuries) but if you want more complex combat, there are some options you can use.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6781219, member: 7635"] The DMG lists a few options: Grid Combat with Flanking and Facing: adds tactical depth and requires better knowledge of the terrain. I also recommend using the 1-2-1-2 method of square counting diagonals to stop diagonal movement from outpacing straightline. Roll Initiative Each Round (w/Speed Factor): Adds randomness and uncertainty to combat, and demands greater choices of action (since high-weapon damage and higher-level spells now trade of effect for speed). Attack Options: The DMG gives rules for Marking (great with Sentinel feat, but good alone), Disarming, Climbing on Large Creatures, Tumbling, and other Actions the PCs can try. Hitting Cover: Want to give Ranged weapons more penalty? Allow them to occasionally hit allies on a miss. Gives them incentive to move around more. Injuries and/or Massive Damage: Combat gets sloggy when all you're doing is trading HP. Instituting a rule that can disable or even kill a foe on a massive attack or crit will force PCs to chose their combats more wisely and use more tactics to gain advantage. Now, all of these things will slow down combat, add additional checks, and possibly derail story-based games (especially when a random encounter spirals out of control thanks to good initiative rolls and some lucky crit-injuries) but if you want more complex combat, there are some options you can use. [/QUOTE]
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