Since there's no "Page 42" in 5e, I did a little back-of-the-envelope math to figure out what sort of damage is fair and reasonable for "Improvisation" moves. This is what I'm using in my game, and I find it helpful, so I thought I'd share.
Let me know what you guys think or if you have your own guidelines for this kind of stuff!
-- 77IM
Typical Maneuver: 2d6: Most of the character's basic attacks have an expected damage that is close to the expected damage of 2d6. So to make a typical improvised maneuver worthwhile, it needs to do at least as much damage.
I'd allow any sort of reasonable trick to deal 2d6 damage with a simple contest of ability checks (I'd even let it crit on a 20, sure).
Good Maneuver: 4d6: The fighter's expected damage is very close to the expected damage of 4d6, so this should be possible with a maneuver too. Damage is the fighter's schtick, though, so we don't want other PCs trampling all over that by Improvising equivalent damage. So I'd reserve this for really clever and creative actions by the PCs, taking good advantage of the terrain, situation, lore, etc.
Excellent Maneuver: 6d6+: This is basically better than any attack the PCs can launch using the spells and weapons on their character sheets. So I'd only allow this much damage or more in rare situations, or when the PCs have really gone to extra effort to set up the maneuver (possibly requiring multiple rounds of Improvisation or a team effort). 6d6 damage is the equivalent of falling off a 60-foot cliff; most dungeon rooms don't have anything nearly that dangerous laying around in them.
Area Attack: Half as many damage dice: Sometimes the PCs think up some move to hurt multiple people, like causing an avalanche. I'd just cut the damage dice in half (so a "Good" move goes from 4d6 down to 2d6 as an area attack).
I'd use a saving throw DC of 10 + the PC's ability modifier, and if the maneuver was good enough I'd allow "miss half."
Push/Shove/Trip/Disarm/Grapple/Restrained: 1-3 fewer damage dice: Most of these fun little status-causing moves seem like they are "worth" about 2 dice to me. So a typical Improvisation maneuver (contest) could result in a foe being pushed or grappled or something; a "Good" maneuver could result in a push + 2d6 damage, or knock prone + 3d6 damage, or maybe a shove + restrained, or something. This is very situational based on what action the PC is describing.
This system lacks the precision of Page 42 but in my mind that's a good thing -- I'm aiming for guidelines quick enough to memorize but concrete enough to be a starting point so that when I'm DMing my brain doesn't lock up trying to figure out "what is appropriate damage for dropping a full cask of wine on top of a kobold's head?"I'd allow any sort of reasonable trick to deal 2d6 damage with a simple contest of ability checks (I'd even let it crit on a 20, sure).
Good Maneuver: 4d6: The fighter's expected damage is very close to the expected damage of 4d6, so this should be possible with a maneuver too. Damage is the fighter's schtick, though, so we don't want other PCs trampling all over that by Improvising equivalent damage. So I'd reserve this for really clever and creative actions by the PCs, taking good advantage of the terrain, situation, lore, etc.
Excellent Maneuver: 6d6+: This is basically better than any attack the PCs can launch using the spells and weapons on their character sheets. So I'd only allow this much damage or more in rare situations, or when the PCs have really gone to extra effort to set up the maneuver (possibly requiring multiple rounds of Improvisation or a team effort). 6d6 damage is the equivalent of falling off a 60-foot cliff; most dungeon rooms don't have anything nearly that dangerous laying around in them.
Area Attack: Half as many damage dice: Sometimes the PCs think up some move to hurt multiple people, like causing an avalanche. I'd just cut the damage dice in half (so a "Good" move goes from 4d6 down to 2d6 as an area attack).
I'd use a saving throw DC of 10 + the PC's ability modifier, and if the maneuver was good enough I'd allow "miss half."
Push/Shove/Trip/Disarm/Grapple/Restrained: 1-3 fewer damage dice: Most of these fun little status-causing moves seem like they are "worth" about 2 dice to me. So a typical Improvisation maneuver (contest) could result in a foe being pushed or grappled or something; a "Good" maneuver could result in a push + 2d6 damage, or knock prone + 3d6 damage, or maybe a shove + restrained, or something. This is very situational based on what action the PC is describing.
Let me know what you guys think or if you have your own guidelines for this kind of stuff!
-- 77IM