Isn’t this basically the first thing established in a D&D game? I’m really losing the plot here obviously!Develop a social agreement at your table where the players trust the DM to adjudicate different actions on the fly.
The DMG does have a quite a few optional rules for both additional actions in combat (and 3PP have expanded this) and guidance and tables for improvising actions. So if you want to do called shots, their is guidance in the DMG.1.) I personally don't use, and have never used, any 3PP because I find their quality, in general, falls well below WotC
2.) If I'm making up rules on the spot, then the game has become too narrative for my players and the question immediately becomes why have any rules at all.
It was just an example off the top of my head, not the specific problem in question, so your comment isn't really on topic.
That is your conclusion from 4 respondents. I think you are perhaps predetermined to see that answer. The DMG provides several options of additional in combat rules / actions and also provide guidance for improvised actions, like your called shot example. Maybe if your more clear on what your looking for, we can provide more concrete examples.I think the implicit answer coming from the forum right now is that there isn't a core solution to my problem and I need to pray that 6th edition has more complex rules.
"If you can dodge a wrench, you can dodge a sword!"Action:
…
Dodge
Dash
Disengage
Disarm (optional rule in DMG)
Dodge
Sure, but the DMG does provide rules guidance. It may not be specific as you like, but there is definitely guidance.I think most players are reasonable as Iserith said, though it can take away from the experience if the players never 'really' know what they can do or how it works, its hard to make tactical decisions in a completely narrative way. For me it was always my own energy that it was taxing, of trying to do whatever well, absent rules guidance.
You could also limit them to a d6 unless the take a feat. Also, doesn't Tasha's have something like this with their variant feats (or am I miss remembering).I would go with the Maneuvers for Everyone! idea.
Maybe with a few ''flavor'' restriction so that the fighter gain access to all of them, but barbarian and rogue gain the ones that makes sense (feinting, riposte, precision, etc for the rogue, cleaving, frightening, pushing, etc for the barbarian).
Half-casters can have a slower progression but with a few special maneuvers:
Paladin - Smite uses Sup. Die instead of spell slot, dealing the Sup. Die radiant damage, and double that against undeads (and fiend?), with a crit range of 19-20 on that attack.
Ranger - Foe-Bane maneuver, deal 2x Sup. Die against Favored Enemies, with a crit range of 19-20 and the creature cant hide from you until the end of your next turn.
Martial bards can have an even slower progression, but the damage die can be thunder damage.
You could also limit them to a d6 unless the take a feat. Also, doesn't Tasha's have something like this with their variant feats (or am I miss remembering).
Also, if you give maneuvers to everyone, you could just give fighters some additional to balance (personally I think the should be better fighters so perhaps a bonus to hit or damage or both. Maybe the can go up to a d20 with their manuevers or they can use more than one per turn (I like that).