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Tucker's Kobolds: worth using in 5e?
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<blockquote data-quote="Clint_L" data-source="post: 9736872" data-attributes="member: 7035894"><p>I’ve gotten around the excess rolling by turning minion attacks and traps into lair actions.</p><p></p><p>Edit: should probably better explain. Example: in a recent pirate ship battle, the ship's crew was assisting the PCs against the big band and a few of his henchmen, all quite tough. Rather than add 20 NPC pirate attacks to the battle, I just made a pirate ship lair action chart (in this case, the lair actions were on the side of the party) and on initiative 15 and 5 one of the players would roll a dice and some pirates would pop out and do something entertaining and useful in a small way. Here's the chart:</p><p></p><h3>Deck Ambush:</h3><p></p><p>1. Deck Ambush: A hidden crew member bursts from a storage hatch, curtain, or vent and ambushes a foe.</p><p>Mechanics: One enemy within 30 feet of the party takes 2d6 + 3 piercing damage and must succeed on a DC 13 Strength saving throw or be knocked prone.</p><p>Flavour Text: A trapdoor bursts open as a gnome crewman leaps out, dagger-first. “Surprise, bastard!”</p><p>2. Sabotage the Offense: Crew cut a rigging line, loosen ballast, or swing a loaded crate to disrupt the enemy.</p><p>Mechanics: All enemies in a 20-foot line must make a DC 14 Dexterity saving throw or take 2d10 bludgeoning damage and be knocked prone.</p><p>Flavour Text: With a snap of rope and a creak of pulleys, a heavy crate swings like a pendulum into Redhand’s Anointed.</p><p>3. Patch and Rally: A trusted crewmember provides quick aid or covering fire.</p><p>Mechanics: One party member regains 1d8 + 3 HP, ends the frightened or grappled condition, or gains advantage on their next attack roll or saving throw before the end of their next turn.</p><p>Flavour Text: From the shadows, a familiar voice hisses, “Drink this, quick!” as a flask or potion is tossed into their hands.</p><p>4. Flashpowder Barrage: A crew member tosses a flashpowder charge or fire-cracker mix from a hidden stash, temporarily blinding or disorienting enemies.</p><p>Mechanics: All enemies within a 10-foot radius of a point within 60 feet must make a DC 14 Constitution saving throw or be blinded until the start of their next turn. On a success, they have disadvantage on their next attack roll instead.</p><p>Flavour Text: A hatch clatters open above, and with a hiss and a boom, the targeted area fills with smoke and blinding light. “Compliments of the Ember Lynx!”</p><p>5. Crossfire Trap: Hidden crew members spring a trap with crossbows or thrown weapons from elevated positions—like rafters, the stairs, or behind barrels.</p><p>Mechanics: Up to two enemies within 60 feet must each make a DC 14 Dexterity saving throw or take 3d6 piercing damage (half on success).</p><p>Flavour Text: From the catwalk above, twin bolts fly like lightning. A voice snarls, “Ain’t your ship, Redhand!”</p><p>6. Hook and Haul: A crew member uses a grappling hook, boarding pike, or net to yank an enemy out of position.</p><p>Mechanics: One Large or smaller enemy within 30 feet must make a DC 15 Strength saving throw or be pulled 15 feet and restrained (escape DC 14) as they’re yanked into rigging, pinned under debris, or tangled in rope.</p><p>Flavour Text: A hooked pike lashes out from the shadows, catching an Anointed by the leg and dragging them screaming into the cargo netting.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9736872, member: 7035894"] I’ve gotten around the excess rolling by turning minion attacks and traps into lair actions. Edit: should probably better explain. Example: in a recent pirate ship battle, the ship's crew was assisting the PCs against the big band and a few of his henchmen, all quite tough. Rather than add 20 NPC pirate attacks to the battle, I just made a pirate ship lair action chart (in this case, the lair actions were on the side of the party) and on initiative 15 and 5 one of the players would roll a dice and some pirates would pop out and do something entertaining and useful in a small way. Here's the chart: [HEADING=2]Deck Ambush:[/HEADING] 1. Deck Ambush: A hidden crew member bursts from a storage hatch, curtain, or vent and ambushes a foe. Mechanics: One enemy within 30 feet of the party takes 2d6 + 3 piercing damage and must succeed on a DC 13 Strength saving throw or be knocked prone. Flavour Text: A trapdoor bursts open as a gnome crewman leaps out, dagger-first. “Surprise, bastard!” 2. Sabotage the Offense: Crew cut a rigging line, loosen ballast, or swing a loaded crate to disrupt the enemy. Mechanics: All enemies in a 20-foot line must make a DC 14 Dexterity saving throw or take 2d10 bludgeoning damage and be knocked prone. Flavour Text: With a snap of rope and a creak of pulleys, a heavy crate swings like a pendulum into Redhand’s Anointed. 3. Patch and Rally: A trusted crewmember provides quick aid or covering fire. Mechanics: One party member regains 1d8 + 3 HP, ends the frightened or grappled condition, or gains advantage on their next attack roll or saving throw before the end of their next turn. Flavour Text: From the shadows, a familiar voice hisses, “Drink this, quick!” as a flask or potion is tossed into their hands. 4. Flashpowder Barrage: A crew member tosses a flashpowder charge or fire-cracker mix from a hidden stash, temporarily blinding or disorienting enemies. Mechanics: All enemies within a 10-foot radius of a point within 60 feet must make a DC 14 Constitution saving throw or be blinded until the start of their next turn. On a success, they have disadvantage on their next attack roll instead. Flavour Text: A hatch clatters open above, and with a hiss and a boom, the targeted area fills with smoke and blinding light. “Compliments of the Ember Lynx!” 5. Crossfire Trap: Hidden crew members spring a trap with crossbows or thrown weapons from elevated positions—like rafters, the stairs, or behind barrels. Mechanics: Up to two enemies within 60 feet must each make a DC 14 Dexterity saving throw or take 3d6 piercing damage (half on success). Flavour Text: From the catwalk above, twin bolts fly like lightning. A voice snarls, “Ain’t your ship, Redhand!” 6. Hook and Haul: A crew member uses a grappling hook, boarding pike, or net to yank an enemy out of position. Mechanics: One Large or smaller enemy within 30 feet must make a DC 15 Strength saving throw or be pulled 15 feet and restrained (escape DC 14) as they’re yanked into rigging, pinned under debris, or tangled in rope. Flavour Text: A hooked pike lashes out from the shadows, catching an Anointed by the leg and dragging them screaming into the cargo netting. [/QUOTE]
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