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Playtest House Rules/Revision Suggestions

Viktyr Gehrig

First Post
This is not a thread for rules we want taken out or rules we want put in. This is most especially not a thread for bitching, about either the rules that are in the game, or the rules that we want to be in the game.

This is a thread for tweaks-- minor changes to things that are already in the game, that you think could be made to work a little better.

Here's my list:
  • Intoxicated also causes you to grant advantage to attackers, to give those kobolds and goblins an extra chance to get past your beermail.
  • When PCs cast spells on NPCs, they roll attacks against the monster's passive defense. (10+Mod.) When they cast an area attack, they roll a separate attack against each valid target. (No more drunk Wizards!)
  • When NPCs cast single-target spells, they roll an attack. When they target areas, PCs roll a save.
  • Reaper includes class-based bonus damage.
  • Magic Missile is Intelligence vs. AC, 1d4+Intelligence force damage, and grants additional missiles no faster than the rate Fighters get additional attacks. (Wand stuff is good idea but doesn't go here.)
  • Cleave works for STR mod extra attacks.
  • Guardian explicitly allows self-protection.
  • Death save only stabilizes on natural 20.
  • Area damage spells attack AC.
  • No Medium Armor. Split armor into Light and Heavy. Light Armor is full Dex bonus, Heavy Armor is half Dex bonus.

Probably have more, but haven't slept in thirty-six hours.

Keep it positive, folks!

edit: I don't mean that you shouldn't criticize or disagree. Just don't be a jerkass about it. "I don't think this is a good idea." with a very much encouraged "Hey, try this instead." option.
 
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  • When PCs cast spells on NPCs, they roll attacks against the monster's passive defense. (10+Mod.) When they cast an area attack, they roll a separate attack against each valid target. (No more drunk Wizards!)

In the same vein, I'd let the PCs make every roll in the game. NPC always use static numbers for their attacks, ability checks (maybe not perception checks because of the rogue's skill mastery), saves and defenses.

For example: A goblin has a melee shortsword 11 attack (1W6+1), PCs have to make an AC roll (AC becomes a bonus, -10). If characters want to attack with a spell they roll their magic ability attack against the NPCs static ability stat (ability bonus +10). No save required for NPCs on the DM's side. Etc, etc.


  • Magic Missile is Intelligence vs. AC, 1d4+Intelligence force damage, and grants additional missiles no faster than the rate Fighters get additional attacks. (Wand stuff is good idea but doesn't go here.)

I was contemplating making Magic Missile an Intelligence check vs. AC with 1d6 + Int mod force damage. No additional missiles. I'd also make the cleric's spell Radiant Lance a 1d6 + Wis mod spell. In my version Ray of Frost would slow down an opponent's speed to 10 feet instead of 0 feet. Shocking grasp may only do 1d6 + Int mod damage too. Nerf the at-will damage spells a bit.


  • No Medium Armor. Split armor into Light and Heavy. Light Armor is full Dex bonus, Heavy Armor is half Dex bonus.

I'd keep medium armor but would increase the AC bonus of heavy armor by +1 AC. I kinda like three different types of armor.



Some Additional ideas:


  • Make the fighter's surge, the halfing's luck, the rogue's knack features and maybe the cleric's channel divinity per short rest features instead of per day. Maybe give them more uses per short rest if they level up.

  • Give humans the halfling's luck feature and give halfings something like their 4E racial power; Lucky Dodge: Once per short rest, if an attack hits the halfling, he can impose a disadvantage on this attack, even if the attack already hit. I like humans to be the lucky guys that can trick destiny if they want to. Maybe give elves their 4E racial feature; Accuracy of the elves: Once per short rest, if an attack misses, the elf can gain advantage on his attack, even if the attack already missed (might make them excel at being a rogue; think I'm okay with that, I like Dragon Age elves :D).

  • Give starting classes three times their max hit dice value + Con mod instead of the constitution value + their rolled hit dice. I like my wizards a lot squishier than the cleric.

  • If the fighter tries to improvise a combat maneuver (I want to disarm a goblin, etc.) with his weapon in his hand I'd let him make an attack contest instead of a Str contest. This way the fighter could use his 'superior' attack bonus he gets from his class for more interesting combat options (trip, push, bullrush, disarm, sunder, etc). High level class features could give him advantage on specific 'attack contests'.




-YRUSirius
 
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In the same vein, I'd let the PCs make every roll in the game. NPC always use static numbers for their attacks, ability checks (maybe not perception checks because of the rogue's skill mastery), saves and defenses.

For example: A goblin has a melee shortsword 11 attack (1W6+1), PCs have to make an AC roll (AC becomes a bonus, -10). If characters want to attack with a spell they roll their magic ability attack against the NPCs static ability stat (ability bonus +10). No save required for NPCs on the DM's side. Etc, etc.

Yes please. This was a great idea in Unearthed Arcana 3E and I'd love to see it officially in 5E.
 

This could be a nice rule module. It might be something unusual for traditional DMs but it's great for lazy DMs. Additionally it makes characters with high AC (fighters, clerics) feel very accomplished if they are able to actively defend 6 attacks of 6 pesky kobolds. The fight might not be as boring for the slayer if he always can roll dice to defend attacks. :)

-YRUSirius
 

That is way too much rolling for me!

I prefer the idea that the attacker always rolls the attack, target wears the consequences. I think that 4th ed saves were too ability score independent, but in essence were pointing the right way with static defenses.
 


I will probably introduce significant changes to armors and shields. But to do that, I'm going to wait for the next iteration of the playtest and see if wotc done any changes themselves.
 

That is way too much rolling for me!

I prefer the idea that the attacker always rolls the attack, target wears the consequences. I think that 4th ed saves were too ability score independent, but in essence were pointing the right way with static defenses.

I feel the opposite.

It's empowering (and fun) for a player to roll dice when they are doing something, and when they might suffer something bad.

That's why Saving Throws were originally so awesome. A roll you can make to avoid catastrophe.
 

Something that could help DMs with this "Players roll all dice" house-rule is changing the attribute score range:

Instead of attributes ranging from 1-20 max, have attributes scores start at 5 and max at 15, while every point above or below the average attribute score of 10 gives a bonus or penalty of exactly 1 point.

So an attribute score of 13 would give an attribute bonus of +3 and an attribute score of 8 would cause an attribute penalty of -2.

This way monsters could have their basic static stats layed out pretty easily:

Goblin, AC 14, hp 5, Str 10, Dex 11, Con 11, Int 10, Wis 9, Cha 8, mace 12 (1d6), shortbow 13 (1d6+1).

No need to note the attribute score AND modifier, because this one static stat includes both in a noob friendly package.

Another side-effect of this is, that DMs can just ask their players what their attribute score is and can then DIRECTLY compare it to the DC of a task at hand. No calculating if their attribute score +5 equals the DC or not. I know this isn't very hard, but hey, my method is even more elegant and even simpler. :p

The only drawback to this is that it might not feel like classic D&D to the old guard (attributes ranging between 5 and 15 and not between 2 and 20), but hey, I like it, I think I'll houserule D&D Next in this way to help me lazy DM even more. :lol:

-YRUSirius
 
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