So I've been playing a lot of RPGs with boons and setback mechanics recently (like Edge of the Empire). I wanted to see if I could make this work in 5e, so I wrote about it on my blog. You can read the full post below.
LINK: https://worldbuilderblog.me/2017/03/23/boons-and-setbacks-in-5e/
I wanted to share my different ideas here and get some feedback. Let me know what you think.
[h=6]Optional Rule: Five Above/Below[/h]This optional rule allows you to apply boons based on the result of a character's ability check, attack roll, or saving throw when compared to the DC or AC . Roll the dice, apply appropriate modifiers, and then use the table below to determine the result.
[TABLE="width: 1"]
[TR]
[TD]Result[/TD]
[TD]Effect[/TD]
[/TR]
[TR]
[TD]5 or more above DC/AC[/TD]
[TD]Success with boon[/TD]
[/TR]
[TR]
[TD]1-4 above DC/AC[/TD]
[TD]Normal success[/TD]
[/TR]
[TR]
[TD]Equals DC/AC[/TD]
[TD]Success with setback*[/TD]
[/TR]
[TR]
[TD]1 below DC/AC[/TD]
[TD]Failure with boon*[/TD]
[/TR]
[TR]
[TD]2-4 below DC/AC[/TD]
[TD]Normal failure[/TD]
[/TR]
[TR]
[TD]5 or more below DC/AC[/TD]
[TD]Failure with setback[/TD]
[/TR]
[/TABLE]
*If you are not playing with these effects as options, treat the results as normal successes and failures.
[h=6]Optional Rule: Know Your the Roll[/h]This optional rule uses the unmodified results of the dice. Any natural roll of 15 or above grants a boon, while any natural roll of 5 or less imposes a setback. You can increase the ranges of these results to increase the frequencies of boons and setbacks to fit the needs of your group and story.
[h=6]Optional Rule: Advantage Boons and Disadvantage Setbacks[/h]This optional rule states that an ability check, attack roll, or saving throw is made with advantage, the result grants a boon, while anytime one of those rolls is made with disadvantage, the result grants a setback. Note that this rule does not mesh well with the suggested boons and setbacks that grant advantage and disadvantage on the next d20 roll, since it risks creating never-ending advantage and disadvantage.
[h=6]Optional Rule: Natural 20s and 1s Only[/h]With this optional rule you gain a boon whenever you roll a natural 20 on your ability check, attack roll, or saving throw and a setback whenever you roll a natural 1 on one of those rolls.
[h=4]Suggested Boons[/h]You have advantage on the next d20 roll you make.
You gain a piece of knowledge or hint about your current quest.
You can immediately take the Help action as a bonus action.
You can spend one die to heal as if had taken a short rest immediately.
Attack: You knock your target prone.
Attack: You disarm your target.
Attack: You deafen your target.
Attack: Your attack does an extra 1d6 damage. Damage type is chosen by the DM.
Save: You can immediately move 10 feet in any direction.
Save: You shout a warning which allows another creature of your choice who can hear you and has to make the same save advantage on their saving throw.
[h=4]Suggested Setbacks[/h]You have disadvantage on the next d20.
An item being used in the action is broken.
You take 1d6 damage as a result of the setback. Damage type is determined by the DM.
You lose one hit die, 1st-level spell slot, or other small resource.
Attack: You drop your weapon or implement used to make the attack.
Attack: You fall prone.
Save: You fall prone or are moved 10 feet in a random direction if the effect already knocks you prone.
LINK: https://worldbuilderblog.me/2017/03/23/boons-and-setbacks-in-5e/
I wanted to share my different ideas here and get some feedback. Let me know what you think.
[h=6]Optional Rule: Five Above/Below[/h]This optional rule allows you to apply boons based on the result of a character's ability check, attack roll, or saving throw when compared to the DC or AC . Roll the dice, apply appropriate modifiers, and then use the table below to determine the result.
[TABLE="width: 1"]
[TR]
[TD]Result[/TD]
[TD]Effect[/TD]
[/TR]
[TR]
[TD]5 or more above DC/AC[/TD]
[TD]Success with boon[/TD]
[/TR]
[TR]
[TD]1-4 above DC/AC[/TD]
[TD]Normal success[/TD]
[/TR]
[TR]
[TD]Equals DC/AC[/TD]
[TD]Success with setback*[/TD]
[/TR]
[TR]
[TD]1 below DC/AC[/TD]
[TD]Failure with boon*[/TD]
[/TR]
[TR]
[TD]2-4 below DC/AC[/TD]
[TD]Normal failure[/TD]
[/TR]
[TR]
[TD]5 or more below DC/AC[/TD]
[TD]Failure with setback[/TD]
[/TR]
[/TABLE]
*If you are not playing with these effects as options, treat the results as normal successes and failures.
[h=6]Optional Rule: Know Your the Roll[/h]This optional rule uses the unmodified results of the dice. Any natural roll of 15 or above grants a boon, while any natural roll of 5 or less imposes a setback. You can increase the ranges of these results to increase the frequencies of boons and setbacks to fit the needs of your group and story.
[h=6]Optional Rule: Advantage Boons and Disadvantage Setbacks[/h]This optional rule states that an ability check, attack roll, or saving throw is made with advantage, the result grants a boon, while anytime one of those rolls is made with disadvantage, the result grants a setback. Note that this rule does not mesh well with the suggested boons and setbacks that grant advantage and disadvantage on the next d20 roll, since it risks creating never-ending advantage and disadvantage.
[h=6]Optional Rule: Natural 20s and 1s Only[/h]With this optional rule you gain a boon whenever you roll a natural 20 on your ability check, attack roll, or saving throw and a setback whenever you roll a natural 1 on one of those rolls.
[h=4]Suggested Boons[/h]You have advantage on the next d20 roll you make.
You gain a piece of knowledge or hint about your current quest.
You can immediately take the Help action as a bonus action.
You can spend one die to heal as if had taken a short rest immediately.
Attack: You knock your target prone.
Attack: You disarm your target.
Attack: You deafen your target.
Attack: Your attack does an extra 1d6 damage. Damage type is chosen by the DM.
Save: You can immediately move 10 feet in any direction.
Save: You shout a warning which allows another creature of your choice who can hear you and has to make the same save advantage on their saving throw.
[h=4]Suggested Setbacks[/h]You have disadvantage on the next d20.
An item being used in the action is broken.
You take 1d6 damage as a result of the setback. Damage type is determined by the DM.
You lose one hit die, 1st-level spell slot, or other small resource.
Attack: You drop your weapon or implement used to make the attack.
Attack: You fall prone.
Save: You fall prone or are moved 10 feet in a random direction if the effect already knocks you prone.