Rabulias
the Incomparably Shrewd and Clever
So like, threatened squares count as difficult terrain, costing double movement? Hmm...To solve your problem you could house rule a controlled area and an enemy can not move through it in one turn.

So like, threatened squares count as difficult terrain, costing double movement? Hmm...To solve your problem you could house rule a controlled area and an enemy can not move through it in one turn.
So like, threatened squares count as difficult terrain, costing double movement? Hmm...![]()
Ohh... I slightly misread what you said, but it still sticks: What if weapons like whips could have multiple reactions? They're kinda junk weapons by default, but they're fast and flexible, and having an extra reaction (opportunity attack only) seems like it would give it an interesting niche use that still feels appropriate.And what's good for the goose is good for the gander. If I allowed players to take multiple reactions, I'd allow a handful of high-dex or skirmish-type monsters (like will o'wisps and kobolds) to do it also. Not every monster, but just enough to keep things spicy.
For this, I would consider something like: When an opponent that you're in melee range with makes an opportunity attack against a creature other than you, you may use a reaction to move up to half your speed.More broadly, if your intent is more dynamic combat... to me dynamic implies more movement... then increasing the occurrence of opportunity attacks (which discourage movement) seems contrary to your design objective. Instead, enabling limited amount of movement as a reaction would be more dynamic.
Yeah, I like that idea. Only melee-threatened squares (including bare-handed types that melee, such as monks or brawlers). It makes a front line actually workable, even without the Sentinel feat. You'll generally have to go through three threatened squares to pass the fighter up front, and that's going to use up all your movement. You'd have to Dash to get the extra movement to reach the casters in the back, which means no attack that round, and time for the defending team to respond.So like, threatened squares count as difficult terrain, costing double movement? Hmm...![]()
It depends on what you mean by "traditional." In 3E and 4E attacks of opportunity were a method of controlling the battlefield, but 5E works almost identical to 3E (except more spaces provoke). In AD&D and BECMI the tactic was forming a wall of heavily armored characters; you can't run past if there's no room. Something to consider, from the DM's perspective, is the intelligence of the enemy. Tactics often used by PCs, such as focused fire and taking attacks of opportunity, shouldn't be utilized by low intelligent creatures. Technically PCs shouldn't do this either, since it's manipulating the mechanics of the game, but that's a different issue.You get 1 reaction, and trying to stop someone from moving by you (with an attack) also takes up that 1 reaction. It's also somewhat easier to move around someone in 5E than it was in other editions already. So, in a combat with multiple foes, trying to use traditional tactics to protect someone behind you doesn't work as well.
It goes the other direction too. When facing a group of enemies, I've seen it become a tactic to trigger one of the enemy's reactions and then just choose that enemy to run by.
This is an abstraction of the game. Everything in game is happening all at the same time, but the game breaks the 6 second round down into turns for ease of use. Characters don't ever just "stand there," but are taking their action at the same time. If you want to expand the round from 6 seconds to 10 seconds, it won't make that much of a difference, except to spells of 1 minute duration (and most of the time those won't be affected).During higher level fights, when some monsters start to get things they can do off-turn, it seems weird that a PC just kinda has to stand there and not do much of anything.
Not to be offensive (which means I'm about to offend you), but this sounds like either a DM issue or a bad player issue. As the DM, you need to keep the action moving and descriptions vivid. Large combats can bog down, in which case you need to try and keep everyone engaged as much as possible, usually by have enemies attacking multiple players or separating them. This isn't always easy, especially if playing over a VTT, but suggestions include using fewer, more powerful monsters (which most DMs seem to like anyway).Looking at how some of the newer members of the group (who are also new to D&D) interact with the game, I've noticed that a few tune out a little when it's not their turn and they're not able to be involved in what is going on. This seems to happen more now that some monsters of lair actions and such. I believe (but have not asked yet) that some of this comes from feeling as though a lot is going on, but they cannot really interact. Facial expressions and body language has given me the perception that they feel it's kinda lame that they cannot react to what is happening very much.
I think making specific exceptions is a better idea. Let Protection work x/SR without using a reaction, or something.Normally, a 5E character only gets 1 reaction.
Most of the time, that is fine. However, I am of the opinion that there may be aspects of the game which may benefit from allowing more than 1. For example, creating a front line to protect squishy party members is difficult to do when a character can only attempt to hit/stop one enemy. There are also fighting styles -such as the protection style- which seem rather weak because you get one use per turn and then your fighting style effectively turns off (as opposed to being constantly usable like most styles are). Also, I feel as though combat could feel less static if there are more opportunities to react to what is happening and engage in the action.
I do not want an unlimited number of reactions. Off the top of my head, my rough idea is to either allow something like
[# of reactions = 1/2 proficiency bonus (round up)].
This would mean 1 reaction for levels 1 - 4; 2r for levels 5 - 12; and 3r for levels 13 - 20.
How do you feel this would change play?
More importantly, would this break the game?
4E was the only edition that had lots of reactions, and even then it was limited to once per turn. While it wouldn't "break" the game, it will have a lot more impact than you think. I have a few suggestions on your issues.You get 1 reaction, and trying to stop someone from moving by you (with an attack) also takes up that 1 reaction. It's also somewhat easier to move around someone in 5E than it was in other editions already. So, in a combat with multiple foes, trying to use traditional tactics to protect someone behind you doesn't work as well.
It depends on what you mean by "traditional." In 3E and 4E attacks of opportunity were a method of controlling the battlefield, but 5E works almost identical to 3E (except more spaces provoke). In AD&D and BECMI the tactic was forming a wall of heavily armored characters; you can't run past if there's no room. Something to consider, from the DM's perspective, is the intelligence of the enemy. Tactics often used by PCs, such as focused fire and taking attacks of opportunity, shouldn't be utilized by low intelligent creatures. Technically PCs shouldn't do this either, since it's manipulating the mechanics of the game, but that's a different issue.
This is an abstraction of the game. Everything in game is happening all at the same time, but the game breaks the 6 second round down into turns for ease of use. Characters don't ever just "stand there," but are taking their action at the same time. If you want to expand the round from 6 seconds to 10 seconds, it won't make that much of a difference, except to spells of 1 minute duration (and most of the time those won't be affected).
Not to be offensive (which means I'm about to offend you), but this sounds like either a DM issue or a bad player issue. As the DM, you need to keep the action moving and descriptions vivid. Large combats can bog down, in which case you need to try and keep everyone engaged as much as possible, usually by have enemies attacking multiple players or separating them. This isn't always easy, especially if playing over a VTT, but suggestions include using fewer, more powerful monsters (which most DMs seem to like anyway).
It's also possible it's the players. I've had players who didn't give a crap about anything other than their turn. One particular guy used to pull out his handheld video games (pre-smartphone era) both between combats and when it wasn't his turn. He only paid attention when he had to do something. He was a crappy player, and I'm glad I no longer game with him.
Something that was a houserule I've seen in 3E to simulate dodging, parrying, and blocking was rolling AC (1d20+ instead of 10+). The big difference is the action economy with other games. Several that I've played required the use of actions for these, meaning that you lost out on attacks to do so. With only a single action, this doesn't translate well into D&D.I'm aware that the 6-second round is an abstraction. Other games have that too. Though, other games also have ways for the target to attempt to defend (i.e. dodge, parry, block) or otherwise be involved in the resolution process. I understand and accept that's not part of how D&D is built. Still, if there's a way to blur some of that abstraction a little more, I would like to do so.
The action economy was very different in 4E than 5E. Because of Defenders, they allowed 1 Reaction per turn so they could properly function. Additionally, there were more potential reactions with powers. I am concerned that you find 5E running slower than 4E. When I played 4E, even the simplest combats (using the encounter guidlines) took at least half and hour, with the average taking about an hour to an hour and a half. My 5E combats, however, seldom take longer than half an hour to 45 minutes unless it's a boss fight (or I really screw something up). Not sure what the difference between our games is.In 4E, I did allow more than 1 reaction (with some limitations) and it was mostly fine, but that was also done in conjunction with running a lot of the rest of the game differently too. The result for 4E was to speed things up. I'm less familiar with 5E or what impact some of the same ideas would have in 5E.
I'm glad. Internet isn't the best form of communication, and I'm not the most eloquent to begin withI'm not offended by your closing remarks.
I'm glad. Internet isn't the best form of communication, and I'm not the most eloquent to begin with![]()