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General Tabletop Discussion
*Dungeons & Dragons
What variant rules should I add to my new campaign?
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<blockquote data-quote="TaranTheWanderer" data-source="post: 7518149" data-attributes="member: 15882"><p>1. I like the action options as long as they don't replace feats. If they do, those feats should give you a bonus (like advantage when doing a shove...etc...) Except 'Marked'. There's no drawback to Marking someone(unless I'm reading it wrong) so why wouldn't you just do it every single round? It seems silly to me.</p><p></p><p>2. I've already given my opinion on flanking and, due to the fact that you can move through an opponents threatened space without provoking an AoO (unlike 3e where moving more than 5feet provoked), it's much too easy to gain advantage and really removes the necessity for the Help Action in Combat. </p><p></p><p>3. I'm not sure what facing would actually add. If you add facing, then you might be able to add flanking by saying that whichever opponent you are facing does not gain a flank advantage but the opponent behind you does.</p><p></p><p>4. I LOVE hitting cover. We did this in 3e too. IMO DMs don't use other players as cover near enough but, if you do, risking hitting your allies adds so much tension. It also makes Sharpshooter a better feat that comes in to play more often. It also forces your archer character to move during combat and find better tactical locations. In 3e, if an ally was adjacent to an enemy, ranged attacks suffered from cover, regardless if you had a clear shot. In 5e, you can just rule that your ally can't be in the line of the shot which makes them move around the battlefield. Also makes feats like Mobility useful because PCs can run in attack and move away and then your archers can all fire.</p><p></p><p>5. Speed factor is neat. Once a player gets used to a weapon, it becomes automatic to add it to your initiative. There will be more tactical choice of weapon if you use the with the random initiative. It might cause some players to be frozen with indecision. The advantage of knowing your turn is being able to formulate your action while others go. That said, the combat could change right before your turn and now your player is frozen with indecision when his turn comes up. Using Action options gets rid of that. I'd try it for a bit and see how it goes. You can always change it back after.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 7518149, member: 15882"] 1. I like the action options as long as they don't replace feats. If they do, those feats should give you a bonus (like advantage when doing a shove...etc...) Except 'Marked'. There's no drawback to Marking someone(unless I'm reading it wrong) so why wouldn't you just do it every single round? It seems silly to me. 2. I've already given my opinion on flanking and, due to the fact that you can move through an opponents threatened space without provoking an AoO (unlike 3e where moving more than 5feet provoked), it's much too easy to gain advantage and really removes the necessity for the Help Action in Combat. 3. I'm not sure what facing would actually add. If you add facing, then you might be able to add flanking by saying that whichever opponent you are facing does not gain a flank advantage but the opponent behind you does. 4. I LOVE hitting cover. We did this in 3e too. IMO DMs don't use other players as cover near enough but, if you do, risking hitting your allies adds so much tension. It also makes Sharpshooter a better feat that comes in to play more often. It also forces your archer character to move during combat and find better tactical locations. In 3e, if an ally was adjacent to an enemy, ranged attacks suffered from cover, regardless if you had a clear shot. In 5e, you can just rule that your ally can't be in the line of the shot which makes them move around the battlefield. Also makes feats like Mobility useful because PCs can run in attack and move away and then your archers can all fire. 5. Speed factor is neat. Once a player gets used to a weapon, it becomes automatic to add it to your initiative. There will be more tactical choice of weapon if you use the with the random initiative. It might cause some players to be frozen with indecision. The advantage of knowing your turn is being able to formulate your action while others go. That said, the combat could change right before your turn and now your player is frozen with indecision when his turn comes up. Using Action options gets rid of that. I'd try it for a bit and see how it goes. You can always change it back after. [/QUOTE]
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What variant rules should I add to my new campaign?
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