Rules for Improvised Attacks

DM Magic

Adventurer
I put together these rules to govern improvised attacks. Something that can be used, on the fly, without needing to put too much thought into it. Let me know what you all think!

Evaluate the Environment
When deciding on an improvised attack, evaluate the environment: are there structures than can be collapsed, objects that can be thrown, pushed, or rolled, or can the attacker take advantage of their unusual size or position?

For example, a stone giant has decided to push over a massive pillar onto the pc’s.

Decide on a Damage Amount and Type
On the Damage Severity and Level table (DMG, pg 121), find the PC’s level and decide whether the improvised attack should be a setback, dangerous, or deadly. Next, apply a damage type: bludgeoning, fire, necrotic, slashing, etc.

In our example, the PC’s are 5th level and the improvised attack will be dangerous, dealing 4d10 bludgeoning damage.

Determine Attack Bonus or Save
If the improvised attack can be diminished or absorbed by the target’s armor class, use the appropriate attack bonus on the Save DCs and Attack Bonuses table (DMG, pg 121).

If the attack can be avoided or must be resisted, use the appropriate save DC on the Save DCs and Attack Bonuses table (DMG, pg 121) and pick an ability. Successful saves often give half damage and ignore additional effects.

In our example, the pillar can be avoided on a successful DC 13 Dexterity saving throw.

Pick Targets
Determine whether or not the improvised attack can affect multiple opponents. If it can, reduce the damage dice type by 1.

In our example, the pillar is long enough that it can affect three targets in a line. Instead of 4d10 damage, on a failed save it will deal 4d8 damage to each target.

Impose a Condition or Movement
If it makes sense to add a condition or forced movement to the improvised attack, apply one and reduce the damage dice type by one.

In our example, the pillar’s impact could restrain targets. Instead of 4d8 damage, on a failed save it will deal 4d6 damage and restrain targets, requiring a successful Strength check to escape.
 
Last edited:

log in or register to remove this ad

This looks like it will produce some quality attacks, but I'm not seeing how you can avoid putting thought into it. It has multiple steps and table references, which pretty much ends its chances of being "on the fly."

Look at it this way: 5e damage is usually (always?) variable, and if you're using a DM Screen®, your players won't know how many dice or what kind you're rolling anyway. They won't even know if you're looking at the dice. So you might be better off with a single table like this:

[TABLE="class: grid, width: 500"]
[TR]
[TD]Party Level[/TD]
[TD]1[/TD]
[TD]2[/TD]
[TD]3[/TD]
[TD]5[/TD]
[TD]7[/TD]
[TD]9[/TD]
[TD]12[/TD]
[TD]15[/TD]
[TD]18[/TD]
[TD]Who cares[/TD]
[/TR]
[TR]
[TD]Setback[/TD]
[TD]d4[/TD]
[TD]2d4[/TD]
[TD]3d4[/TD]
[TD]4d4[/TD]
[TD]5d6[/TD]
[TD]6d6[/TD]
[TD]7d6[/TD]
[TD]8d8[/TD]
[TD]9d8[/TD]
[TD]make[/TD]
[/TR]
[TR]
[TD]Dangerous[/TD]
[TD]d6[/TD]
[TD]2d6[/TD]
[TD]3d6[/TD]
[TD]4d6[/TD]
[TD]5d8[/TD]
[TD]6d8[/TD]
[TD]7d8[/TD]
[TD]8d10[/TD]
[TD]9d10[/TD]
[TD]something[/TD]
[/TR]
[TR]
[TD]Deadly[/TD]
[TD]d10[/TD]
[TD]2d10[/TD]
[TD]3d10[/TD]
[TD]4d10[/TD]
[TD]5d10[/TD]
[TD]6d10[/TD]
[TD]7d10[/TD]
[TD]8d10+10[/TD]
[TD]8d10+20[/TD]
[TD]up+2[/TD]
[/TR]
[/TABLE]

What's your goal? To create perfectly simulated damage models, to produce levels of damage that the PCs can't legally complain about, or to administer an amount of damage that generally respects the type of attack and level of the PCs?

PROTIP: add static amounts to the above table to save even more time. And just roll some random dice to make it seem like you're not trying to kill the players.
 

This looks like it will produce some quality attacks, but I'm not seeing how you can avoid putting thought into it. It has multiple steps and table references, which pretty much ends its chances of being "on the fly."

For me, I'd have these rules and the table references on the same sheet, so no looking between pages in several books.

Look at it this way: 5e damage is usually (always?) variable, and if you're using a DM Screen®, your players won't know how many dice or what kind you're rolling anyway. They won't even know if you're looking at the dice.

True, though I always roll in the open, plus this would be more for the players than for me.

What's your goal? To create perfectly simulated damage models, to produce levels of damage that the PCs can't legally complain about, or to administer an amount of damage that generally respects the type of attack and level of the PCs?

My monsters make extensive use of terrain and the environment and I like to encourage the players do the same. I thought it would be nice to bring the various rules for improvised attacks together and codify something make something repeatable; something that could be relied on to produce a desired effect. But I can see how for some DM's, it would just be easier to wing it every time.

:)
 

Remove ads

Top