Post by Balial on Feb 26, 2021 15:54:18 GMT
Hello, as a experienced Dungeon Master I have noticed a few things that in combat and RP, can be used to better the experience or create more rewarding gameplay. While I am aware that most of the people here are new, I will still list all the options I have used before that my players liked. I will be putting tags above to hopefully sort out confusion, and always remember that rules are never set in stone, just because these are things I prefer does not mean I will only use these. Everything is subject to change in D&D
Quality of life changes
Critical System
Advanced Battle System [Only for experienced players]
Metagaming
Personal DM Rules that run every campaign
Quality of life changes
Health Potions:
The rule for items is it takes an action to use them, which is fair in most cases except Health Potions. Because of their importance there are two things I will be allowing.
Healing Potion: 8
Greater Healing Potion: 16
Superior Healing Potion: 32
Supreme Healing Potion: 50
The rule for items is it takes an action to use them, which is fair in most cases except Health Potions. Because of their importance there are two things I will be allowing.
- When applied to self, Health Potions will only cost a Bonus Action, giving a potion to someone will cost 1 Action
- Health Potions will have a fixed amount of healing based of strength of the potion listed below -this is removed for veteran players.
Healing Potion: 8
Greater Healing Potion: 16
Superior Healing Potion: 32
Supreme Healing Potion: 50
Critical System
Critical Hit / Critical Fails
I choose to use the Crit option of the double die rule, it makes streaks seem more rewarding than just rolling another 1 on a critical die damage roll.
A soft reminder that nat 20's do not work on skill checks [excluding Death Saves] but they will influence the situation!
I choose to use the Crit option of the double die rule, it makes streaks seem more rewarding than just rolling another 1 on a critical die damage roll.
- Upon rolling a natural 20, even with negative bonuses or if the opponents AC is higher with your own bonuses, you will always hit the opponent.
- For damage on a critical hit roll your standard dice, double the roll, and then add your modifiers! 1d6= 4x2 = 8+2= 10 total of a roll of 4!
- Upon rolling a natural 1 it will automatically miss, no matter what your bonuses are. Sometimes there will be punishments involved with fails, like dropping your weapon or taking some damage yourself.
A soft reminder that nat 20's do not work on skill checks [excluding Death Saves] but they will influence the situation!
Advanced Battle System [Only for experienced players]
There are a few things that are not official rules that can make strategy in combat more rewarding, but much more difficult. Because remember, if a player can do it, a NPC can.
Ranged Attacks:
-Ranged attacks that miss continue to travel in the direction they were aimed at if they miss the target's AC by 5 or more. If the ranged attack traveling in it's path crosses within 5 ft of an ally or another enemy the attacker must roll a d20 with NO BONUSES if it is greater than the AC of the new target they take standard damage with NO BONUSES. For multiple enemies it will always hit the one closest to the person who was attacked.
-You must have a clear line of sight in order to hit the enemy, if you don't then they will get half coverage or 3/4 as deemed fit by the DM. If an ally is with 5ft or in the traveling path as stated above, they too will follow the rules above. Meaning, if you roll 5 less than the enemy's AC, it is possible to hit an ally that is engaged with it!
Flanking:
-In addition to the 'advantage' condition you get while flanking, if you have an enemy flanked on all 4 sides [forming an 'x' or 't'] you will get +5 to rolls with the advantage. For creatures 'Medium' or smaller
Critical Fails:
-Chance to hit yourself, chance to hit a different non-traget creature or object, chance for nothing to happen.
Ranged Attacks:
-Ranged attacks that miss continue to travel in the direction they were aimed at if they miss the target's AC by 5 or more. If the ranged attack traveling in it's path crosses within 5 ft of an ally or another enemy the attacker must roll a d20 with NO BONUSES if it is greater than the AC of the new target they take standard damage with NO BONUSES. For multiple enemies it will always hit the one closest to the person who was attacked.
-You must have a clear line of sight in order to hit the enemy, if you don't then they will get half coverage or 3/4 as deemed fit by the DM. If an ally is with 5ft or in the traveling path as stated above, they too will follow the rules above. Meaning, if you roll 5 less than the enemy's AC, it is possible to hit an ally that is engaged with it!
Flanking:
-In addition to the 'advantage' condition you get while flanking, if you have an enemy flanked on all 4 sides [forming an 'x' or 't'] you will get +5 to rolls with the advantage. For creatures 'Medium' or smaller
Critical Fails:
-Chance to hit yourself, chance to hit a different non-traget creature or object, chance for nothing to happen.
One of the most frustrating thing as a DM is players using out of game knowledge for their characters. For example, the DM may set up a mystery where a Dragon's Liar is hinted at by changing the weather around a certain area or giving other small clues. Instead of saying, oh this is a blue dragon "I have my character do --- " Allow the story to unfold, metagaming in bound to happen, and that is okay. Such as telling your party your hit points, speaking about AC or taking a bit longer on your combat turn to tell others what to do. This is a natural part of D&D.
However, as a DM I take particular precautions to try and reduce the risk of this. For example, I will increase or decrease the AC or a creature before you fight it, give it casting if it doesn't typically have it by changing it's class type in a way, place an entirely different colored dragon in the liar that you could have figured out if you searched for clues I had laid out. I am not here to kill your characters or not allow you to have fun, but the DM is playing just as much as the player is.
TLDR: Try not to metagame
However, as a DM I take particular precautions to try and reduce the risk of this. For example, I will increase or decrease the AC or a creature before you fight it, give it casting if it doesn't typically have it by changing it's class type in a way, place an entirely different colored dragon in the liar that you could have figured out if you searched for clues I had laid out. I am not here to kill your characters or not allow you to have fun, but the DM is playing just as much as the player is.
TLDR: Try not to metagame
Personal DM Rules that run every campaign
-No Lucky Feat [excluding Halfling race perk]
-Multi Classing must have an in character reason, no multiclassing for meta gaming or minmaxing
-Since this is a forum based D&D system, rolls should be discussed before you make your post, that way we can work together to make sure the posts are smooth and fit with the narrative.
-Rules are subject to change depending on situation and skill level of the players.
-Multi Classing must have an in character reason, no multiclassing for meta gaming or minmaxing
-Since this is a forum based D&D system, rolls should be discussed before you make your post, that way we can work together to make sure the posts are smooth and fit with the narrative.
-Rules are subject to change depending on situation and skill level of the players.