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Community
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My house rules for combat tactics
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<blockquote data-quote="blalien" data-source="post: 5943304" data-attributes="member: 41954"><p>These are the rules I am considering implementing for the next time I run a playtest game. I am loving the advantage and disadvantage rules, they're so much easier to keep track of than situational modifiers.</p><p></p><p>Flanking: If you flank, you have advantage. Pretty straightforward, although this might make rogues too powerful. This is an issue in general with optional combat rules and how they might affect game balance. Some optional rules will definitely make some classes more or less powerful.</p><p></p><p>Opportunity attacks: If you move away from an enemy and move more than five feet, you have disadvantage on all attacks for that round. This means if you run away from an enemy to get into a flanking position, you get no benefit from the flanking. Monsters can still run past the fighter to go after the squishy wizard, but they'll be less likely to hit. It also means you can just run away from an enemy for no penalty, with is analogous to withdrawing in 3rd edition. I can imagine "defender" classes and some monsters having an optional ability that once per turn when a monster moves away from you and moves more than five feet, you deal damage equal to your STR or DEX modifier. A good jab in the side that doesn't cost an action and slow down gameplay.</p><p></p><p>Charging: As part of your attack, you can move your speed directly towards your enemy and make a melee attack. If you do, you get advantage on this attack. However, until the beginning of your next turn, all enemies have advantage against you. You cannot move after charging. I would consider changing this to just the first enemy has advantage against you if it's too much of a liability.</p><p></p><p>Let me know what you think. I would imagine somebody on this forum had a similar idea, but I skimmed the forum and didn't see anything.</p></blockquote><p></p>
[QUOTE="blalien, post: 5943304, member: 41954"] These are the rules I am considering implementing for the next time I run a playtest game. I am loving the advantage and disadvantage rules, they're so much easier to keep track of than situational modifiers. Flanking: If you flank, you have advantage. Pretty straightforward, although this might make rogues too powerful. This is an issue in general with optional combat rules and how they might affect game balance. Some optional rules will definitely make some classes more or less powerful. Opportunity attacks: If you move away from an enemy and move more than five feet, you have disadvantage on all attacks for that round. This means if you run away from an enemy to get into a flanking position, you get no benefit from the flanking. Monsters can still run past the fighter to go after the squishy wizard, but they'll be less likely to hit. It also means you can just run away from an enemy for no penalty, with is analogous to withdrawing in 3rd edition. I can imagine "defender" classes and some monsters having an optional ability that once per turn when a monster moves away from you and moves more than five feet, you deal damage equal to your STR or DEX modifier. A good jab in the side that doesn't cost an action and slow down gameplay. Charging: As part of your attack, you can move your speed directly towards your enemy and make a melee attack. If you do, you get advantage on this attack. However, until the beginning of your next turn, all enemies have advantage against you. You cannot move after charging. I would consider changing this to just the first enemy has advantage against you if it's too much of a liability. Let me know what you think. I would imagine somebody on this forum had a similar idea, but I skimmed the forum and didn't see anything. [/QUOTE]
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My house rules for combat tactics
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