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General Tabletop Discussion
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What rules and mechanics from other systems would you like to import into your 5e games?
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<blockquote data-quote="Monayuris" data-source="post: 7406350" data-attributes="member: 6859536"><p>I use the cleave rules from ACKS for fighter classes: if you drop a creature to 0 hp, you can move 5’ and attack another creature. If you keep dropping does to 0, you can do this a number of times equal to your level on a single turn.</p><p></p><p>I use the dungeon exploration rules from B/X, practically whole cloth. Exploration actions take 10 minute turns with random encounter checks every 2 turns. Time tracking is so much easier and sensical this way.</p><p></p><p>I use morale and reactions from B/X. Not all monster encounters become a fight, and not all fights are to the death.</p><p></p><p>I’ve been looking for better rules for familiars... right now they are a little too cheesy. Goblin punch has some interesting ideas. I’ve also seen a blog post that proposes that if your familiar is killed, it turns into a demon that tries to murder you.</p><p></p><p>I also use side based initiative from B/X. Tracking individual initiatives is a pain.</p><p></p><p>I think this is from 13th Age, but I’m considering increased attack damage based on level for fighter types. This would be in place of multiple attacks (multiple attacks, from fighters and such, just slow down the game).</p><p></p><p>I guess I take a lot from B/X, but it’s my favorite D&D, after all.</p></blockquote><p></p>
[QUOTE="Monayuris, post: 7406350, member: 6859536"] I use the cleave rules from ACKS for fighter classes: if you drop a creature to 0 hp, you can move 5’ and attack another creature. If you keep dropping does to 0, you can do this a number of times equal to your level on a single turn. I use the dungeon exploration rules from B/X, practically whole cloth. Exploration actions take 10 minute turns with random encounter checks every 2 turns. Time tracking is so much easier and sensical this way. I use morale and reactions from B/X. Not all monster encounters become a fight, and not all fights are to the death. I’ve been looking for better rules for familiars... right now they are a little too cheesy. Goblin punch has some interesting ideas. I’ve also seen a blog post that proposes that if your familiar is killed, it turns into a demon that tries to murder you. I also use side based initiative from B/X. Tracking individual initiatives is a pain. I think this is from 13th Age, but I’m considering increased attack damage based on level for fighter types. This would be in place of multiple attacks (multiple attacks, from fighters and such, just slow down the game). I guess I take a lot from B/X, but it’s my favorite D&D, after all. [/QUOTE]
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General Tabletop Discussion
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What rules and mechanics from other systems would you like to import into your 5e games?
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