Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
there aren't enough slow Dwarves with Axes! ;)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Skyscraper" data-source="post: 6962051" data-attributes="member: 48518"><p>I've implemented a few house rules to my game, albeit not because I found ranged attackers to be prevalent (as noted above, a lot of encounters happen at short or immediate melee range). Here are my houserules:</p><p></p><p>1) damage reduction to armor: medium armor has DR 1 vs bludgeonning, piercing and slashing damage; and heavy armor has DR 2 vs same. Heavy armor also has 5' movement penalty. My game has only human variants so no base speed 20 races are present; base speed is 30 or more. Heavy armor master feat, in addition to giving DR3, now removes the 5' speed penalty. Some monsters and spells with heavy plating or armor bonuses might also have DR. Armor is now more meaningful, especially in a battle vs low-damage mooks. But, I play the intelligent ones mean: they'll swarm the heavy armor tank to pin him to the ground and hit him prone.</p><p>2) cantrips have limited daily uses = 2 x # of cantrips known. Canptrips known become cantrips learned, of course. This prevents mages from lighting their way through dungeons with firebolts <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Seriously (cause the latter has never been a problem in my games), this is one way that I found to shift my game towards a lower magic environment.</p><p>3) spells deal more damage (+ 1/spell level for AoE, +2/spell level for single target).</p><p>4) spells that allow a save to end when the spell is cast + every turn of a creature, now allow a save to end when the spell is cast + on the first turn only of the creature. Illusions need to be interacted with to allow a save to disbelieve.</p><p></p><p>(3) and (4) aim to up the power level of spellcasters, so that they become fearrrrrome <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I believe all of our houserules, including these, work well for us. They were not aimed at changing the ranged vs melee power curve, but since they indeed touch on increase heavy (and medium) armor efficiency, and also in limiting cantrip uses, I thought I'd share that we like 'em <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 6962051, member: 48518"] I've implemented a few house rules to my game, albeit not because I found ranged attackers to be prevalent (as noted above, a lot of encounters happen at short or immediate melee range). Here are my houserules: 1) damage reduction to armor: medium armor has DR 1 vs bludgeonning, piercing and slashing damage; and heavy armor has DR 2 vs same. Heavy armor also has 5' movement penalty. My game has only human variants so no base speed 20 races are present; base speed is 30 or more. Heavy armor master feat, in addition to giving DR3, now removes the 5' speed penalty. Some monsters and spells with heavy plating or armor bonuses might also have DR. Armor is now more meaningful, especially in a battle vs low-damage mooks. But, I play the intelligent ones mean: they'll swarm the heavy armor tank to pin him to the ground and hit him prone. 2) cantrips have limited daily uses = 2 x # of cantrips known. Canptrips known become cantrips learned, of course. This prevents mages from lighting their way through dungeons with firebolts ;) Seriously (cause the latter has never been a problem in my games), this is one way that I found to shift my game towards a lower magic environment. 3) spells deal more damage (+ 1/spell level for AoE, +2/spell level for single target). 4) spells that allow a save to end when the spell is cast + every turn of a creature, now allow a save to end when the spell is cast + on the first turn only of the creature. Illusions need to be interacted with to allow a save to disbelieve. (3) and (4) aim to up the power level of spellcasters, so that they become fearrrrrome :) I believe all of our houserules, including these, work well for us. They were not aimed at changing the ranged vs melee power curve, but since they indeed touch on increase heavy (and medium) armor efficiency, and also in limiting cantrip uses, I thought I'd share that we like 'em :) Cheers! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
there aren't enough slow Dwarves with Axes! ;)
Top