jodyjohnson
Adventurer
The advantage/disadvantage system for modifiers takes care of a lot of the fiddly situation modifiers.
The class features, magic items, and spells leave a bunch in, potentially enabling players and DMs to push their bonuses beyond Bounded Accuracy.
House Rule: the base calculations for a game mechanic work as written, however anything that adds to that only takes the best positive modifier and worst negative penalty.
Specifics and Categories:
Shield spell and Shield item grant the same bonus - a magical shield bonus increases the value of the shield modifier (+5 bonus from shield spell is the same as a Magical Shield +3). The +1 bonus from Dual Weapon feat is a Shield bonus. Any ability which provides a bonus to AC by Parrying counts as a Shield bonus.
Other abilities or bonuses that increase AC don't stack beyond the AC formulas (AC=## - including Barkskin, AC=##+Dex (Max 2), AC=##+Dex, AC=10+Dex+Con, AC=Dex+Wis).
The Defensive Fighting style (+1), Magical Armor Enhancement (+1 to +3), Ring of Protection (+1), and other AC bonuses do not stack.
Attack bonuses are defined as a Base of: d20+Proficiency (or not) + Stat bonus. Any bonuses beyond that do not stack. Only the best bonus of the following applies per attack: Archery Style (+2), Bless (+1d4), Magical weapon enhancement (+1 to +3), Magical ammunition enhancement (+1 to +3), War Domain Channel Divinity +10, Bardic Inspiration (+1d6 to +1d12), etc.
Saving Throws: d20+Proficiency (or not) + Stat modifier. Resistance (+1d4), Bless (+1d4), Cloak of Protection (+1), Paladin Aura (+Charisma), Bardic Inspiration (+1d6 up to +1d12), etc.
Ability Checks: d20+Proficiency (or not) + Stat modifier. Guidance (+1d4), Expertise (+2 to +6), Bardic Inspiration (+1d6 up to +1d12), etc.
Damage bonuses: go nuts.
Not a house rule appropriate for every player or every group, but I think if chasing bonuses is having an adverse effect on your game this is a way to go.
The class features, magic items, and spells leave a bunch in, potentially enabling players and DMs to push their bonuses beyond Bounded Accuracy.
House Rule: the base calculations for a game mechanic work as written, however anything that adds to that only takes the best positive modifier and worst negative penalty.
Specifics and Categories:
Shield spell and Shield item grant the same bonus - a magical shield bonus increases the value of the shield modifier (+5 bonus from shield spell is the same as a Magical Shield +3). The +1 bonus from Dual Weapon feat is a Shield bonus. Any ability which provides a bonus to AC by Parrying counts as a Shield bonus.
Other abilities or bonuses that increase AC don't stack beyond the AC formulas (AC=## - including Barkskin, AC=##+Dex (Max 2), AC=##+Dex, AC=10+Dex+Con, AC=Dex+Wis).
The Defensive Fighting style (+1), Magical Armor Enhancement (+1 to +3), Ring of Protection (+1), and other AC bonuses do not stack.
Attack bonuses are defined as a Base of: d20+Proficiency (or not) + Stat bonus. Any bonuses beyond that do not stack. Only the best bonus of the following applies per attack: Archery Style (+2), Bless (+1d4), Magical weapon enhancement (+1 to +3), Magical ammunition enhancement (+1 to +3), War Domain Channel Divinity +10, Bardic Inspiration (+1d6 to +1d12), etc.
Saving Throws: d20+Proficiency (or not) + Stat modifier. Resistance (+1d4), Bless (+1d4), Cloak of Protection (+1), Paladin Aura (+Charisma), Bardic Inspiration (+1d6 up to +1d12), etc.
Ability Checks: d20+Proficiency (or not) + Stat modifier. Guidance (+1d4), Expertise (+2 to +6), Bardic Inspiration (+1d6 up to +1d12), etc.
Damage bonuses: go nuts.
Not a house rule appropriate for every player or every group, but I think if chasing bonuses is having an adverse effect on your game this is a way to go.
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