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Developing Combat Technique system for 5e - feedback needed
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<blockquote data-quote="Apostol Apostolov" data-source="post: 7423155" data-attributes="member: 6906797"><p>I am working a house rule compendium for an upcoming grimdark/evil campaign set in Forgotten Realms' Mulmaster. The meat of the document is a combat technique system available to all players. It is inspired by <a href="https://koboldpress.com/category/beyond-damage-dice/" target="_blank">Kobold Press' "Beyond Damage Dice"</a> and <a href="https://www.reddit.com/r/DnDHomebrew/comments/8g2k9f/weapon_special_attacks/" target="_blank">Reddit posts</a> by /u/Thypher but with based around weapon properties not particular weapons, and more tactical, restrictive and balanced in order not compete with class options and feats, while having an answer to most common attempts at combat tactics around the table. </p><p></p><p>The system is heavy on options (45+) but not meant to be used by players as is but instead handouts are to be given to players depending on their weapon choices, with all or few Techniques chosen by the player. </p><p></p><p>You can find the document here, with commenting rights: <a href="https://docs.google.com/document/d/1gyVfoAxCz_XEmqj2PC1SFVb4QD2lWfmZo0OaFyfLY0Q/edit?usp=sharing" target="_blank">https://docs.google.com/document/d/1gyVfoAxCz_XEmqj2PC1SFVb4QD2lWfmZo0OaFyfLY0Q/edit?usp=sharing</a></p><p></p><p>PDF version of the current document, prior any feedback: <a href="https://1drv.ms/b/s!At_LoPNJEMUNk5d8deKv5AKEdg9xmQ" target="_blank">https://1drv.ms/b/s!At_LoPNJEMUNk5d8deKv5AKEdg9xmQ</a></p><p></p><p>I am very open for feedback and would like to know:</p><p></p><p></p><ul> <li data-xf-list-type="ul">The goal of the system is to present options prohibitive to low levels, hard for mid levels but broadlyused at high levels. Non-competing with class and feats has been very important for me, although I do not limit uses per short/long rest. Techniques require a bonus action to limit one per turn, and -5 to Attack. From what I've read a -5 to Attack is roughly similar to a flat chance disadvantage, but gets more penalizing the higher you need to roll and prohibits extreme rolls. It also allows to stack penalty with disadvantage for natural double disadvantage which I use for the most extreme techniques. Is the current system achieving the goal of being usable at mid to high levels, while not competing with class features that should be still preferred by players?</li> <li data-xf-list-type="ul">I would love if people versed with 5e combat can spot Techniques that are unbalanced by design, or are open for extreme abuse from players. I have identified I have many options for prone condition as well as others, and I need to know if the saves available and the option to recover from them are fair while appropriate for a realistic/dark campaign where multiple players with tactical options can be expected overwhelm an opponent.</li> </ul><p></p><p>Thanks in advance!</p></blockquote><p></p>
[QUOTE="Apostol Apostolov, post: 7423155, member: 6906797"] I am working a house rule compendium for an upcoming grimdark/evil campaign set in Forgotten Realms' Mulmaster. The meat of the document is a combat technique system available to all players. It is inspired by [URL="https://koboldpress.com/category/beyond-damage-dice/"]Kobold Press' "Beyond Damage Dice"[/URL] and [URL="https://www.reddit.com/r/DnDHomebrew/comments/8g2k9f/weapon_special_attacks/"]Reddit posts[/URL] by /u/Thypher but with based around weapon properties not particular weapons, and more tactical, restrictive and balanced in order not compete with class options and feats, while having an answer to most common attempts at combat tactics around the table. The system is heavy on options (45+) but not meant to be used by players as is but instead handouts are to be given to players depending on their weapon choices, with all or few Techniques chosen by the player. You can find the document here, with commenting rights: [URL]https://docs.google.com/document/d/1gyVfoAxCz_XEmqj2PC1SFVb4QD2lWfmZo0OaFyfLY0Q/edit?usp=sharing[/URL] PDF version of the current document, prior any feedback: [URL]https://1drv.ms/b/s!At_LoPNJEMUNk5d8deKv5AKEdg9xmQ[/URL] I am very open for feedback and would like to know: [LIST] [*]The goal of the system is to present options prohibitive to low levels, hard for mid levels but broadlyused at high levels. Non-competing with class and feats has been very important for me, although I do not limit uses per short/long rest. Techniques require a bonus action to limit one per turn, and -5 to Attack. From what I've read a -5 to Attack is roughly similar to a flat chance disadvantage, but gets more penalizing the higher you need to roll and prohibits extreme rolls. It also allows to stack penalty with disadvantage for natural double disadvantage which I use for the most extreme techniques. Is the current system achieving the goal of being usable at mid to high levels, while not competing with class features that should be still preferred by players? [*]I would love if people versed with 5e combat can spot Techniques that are unbalanced by design, or are open for extreme abuse from players. I have identified I have many options for prone condition as well as others, and I need to know if the saves available and the option to recover from them are fair while appropriate for a realistic/dark campaign where multiple players with tactical options can be expected overwhelm an opponent. [/LIST] Thanks in advance! [/QUOTE]
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