Combat-Related House Rules in Lindrinor | World Anvil
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Combat-Related House Rules

Combat
  • I strive to have a quick paced combat that flows narratively. Also, in my adventures I only narrate the monster's actions. The PCs actions are up to the players to narrate and be creative.
  • Please remember that other players are waiting for their turn, so aim to have your action in mind and dice ready.
Other combat rules
  • Falling damage: Until 30 feet the falling damage increases normally with 1d6 per 10 feet. After that, it’s a 2d6 increase till 90 feet. After that it’s a 3d6 increase till 300 feet. Higher than that it’s instant death.
  • Attacking dead PCs: If an enemy attacks a dead PC it adds the damage to the PCs negative health instead of adding one more bad roll on the death saving throw. The PC dies once he/she reaches total negative HP (equals the max HP, but negative).
  • Flanking is a +2 bonus to hit: I don't like the optional rule that flanking provides advantage because it's both too strong and invalidates a lot of spells, abilities and the entire Help action that can give advantage. While this may seem like a nerf, this does mean that you could get advantage and a +2 to hit if you're flanking.
  • Ranged attacks while a melees enemies close: if you try to shoot an arrow and there's a melee enemy beside you, you make the attack with disadvantage. I think that's kinda stupid because the archer is getting EXPOSED not AIMING INCORRECTLY because he has someone beside him. So, instead of giving disadantage on the attack, if the archer decides to attack all attacks made on him on that round by the melees are make with advantage. It's sort of like the Reckless Attack of the barbarian.
  • If you prepare a spell and don't cast it, you lose the spell slot. I suggest we change: the caster to, at least, make a Spellcasting Check (DC equals to 8 + level of the spell) before losing the spell slot.
Combat difficulty
  • I like to set the combat difficulty on “Mortal” (see Gm book for more details), but if the players aren’t really looking for a hard combat, i'm good to set it in “Hard”
Other Actions in Combat:
  • Shove Aside: With this option, a creature uses the special shove attack from the Player’s Handbook to force a target to the side, rather than away. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.
  • Tumble: A creature can try to tumble through a hostile creature’s space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature’s Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature’s space once this turn.
  • Sprint You can move up to 3x your movement speed in a straight line if you forgo your bonus action and reactions for your the next 3 turns. Opportunity attacks made against you are done so at advantage. You can not sprint more than twice in one minute.
Lingering injury (http://farlandworld.com/injuries.html)
  • I’ll roll on that lingering injury table in case you take more than 75% of your entire HP in a single hit. If a roll comes that would severely compromise the PC (like a 90 feet running monk losing a leg), we can re-roll the dice.

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