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Community
General Tabletop Discussion
*Dungeons & Dragons
Creating extra more actions to use in D&D 5e combat
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<blockquote data-quote="CubicsRube" data-source="post: 6878783" data-attributes="member: 6848185"><p>Howdy y'all. First time posting here, long time lurker.</p><p></p><p>I love 5e's return to a more manageable and simple base (pathfinder feat chains are not for me!). I also like that it makes it that much easier to add your own homebrew stuff to it, depending on the direction you want to go with it.</p><p></p><p>My love of martial characters has me wishing at times I can do more than declare "I attack" and I try pushing one of my DM's boundaries on what stunts my monk character can pull off (it does make the game a little wuxia, but it's pathfinder anyway, so meh).</p><p></p><p>I've added a document that if you feel inclined can look at and give me your thoughts. I'd welcome the feedback.</p><p></p><p>I like the simplicity of of 1 bonus action, 1 reaction, and 1 "main" action per turn. I just wished that more options were available. </p><p></p><p>Basically, it codifies some of the more common stunts that I think myself and other players try to do during combats. It is not exhaustive, but provides a list I can give to players in my next campaign so if they are out of ideas they can scan the list if they want to.</p><p></p><p>The bonus actions have a number of options that enable a player character to gain advantage on an attack roll. I like to give my players opportunities to use tactics to improve their chances wherever possible.</p><p></p><p>The main action segment combines most of the standard actions in the PHB with one main exception. There is no straight "attack" option any more. Instead the character has to choose a location to attack. I don't penalise these like in a called shot system. Instead I want to encourage that as the standard and it provides a way of disabling enemies rather than always focusing fire on one enemy at a time in the "race to 0 hp".</p><p></p><p>The reactions just add a few elements, Parry with a weapon, block with a shield, or choose to take the hit and launch a counter attack.</p><p></p><p>---</p><p></p><p>The second page takes longer to explain and I will be happy to if people want to know more, but I am putting together a more detailed social influencing and exploration mechanic to add a bit of tactical depth to social encounters and wilderness exploration without making it overly complex.</p><p></p><p>---</p><p></p><p>If you've read this far, then thanks for your time!</p></blockquote><p></p>
[QUOTE="CubicsRube, post: 6878783, member: 6848185"] Howdy y'all. First time posting here, long time lurker. I love 5e's return to a more manageable and simple base (pathfinder feat chains are not for me!). I also like that it makes it that much easier to add your own homebrew stuff to it, depending on the direction you want to go with it. My love of martial characters has me wishing at times I can do more than declare "I attack" and I try pushing one of my DM's boundaries on what stunts my monk character can pull off (it does make the game a little wuxia, but it's pathfinder anyway, so meh). I've added a document that if you feel inclined can look at and give me your thoughts. I'd welcome the feedback. I like the simplicity of of 1 bonus action, 1 reaction, and 1 "main" action per turn. I just wished that more options were available. Basically, it codifies some of the more common stunts that I think myself and other players try to do during combats. It is not exhaustive, but provides a list I can give to players in my next campaign so if they are out of ideas they can scan the list if they want to. The bonus actions have a number of options that enable a player character to gain advantage on an attack roll. I like to give my players opportunities to use tactics to improve their chances wherever possible. The main action segment combines most of the standard actions in the PHB with one main exception. There is no straight "attack" option any more. Instead the character has to choose a location to attack. I don't penalise these like in a called shot system. Instead I want to encourage that as the standard and it provides a way of disabling enemies rather than always focusing fire on one enemy at a time in the "race to 0 hp". The reactions just add a few elements, Parry with a weapon, block with a shield, or choose to take the hit and launch a counter attack. --- The second page takes longer to explain and I will be happy to if people want to know more, but I am putting together a more detailed social influencing and exploration mechanic to add a bit of tactical depth to social encounters and wilderness exploration without making it overly complex. --- If you've read this far, then thanks for your time! [/QUOTE]
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