A place to share thoughts and ideas about Dungeons and Dragons
Tag Archives: House Rules
September 12, 2015Posted by on
As a DM, have you ever ran into this situation? I had a player that wanted to stay down below a low wall during combat and just stand up and fire his arrow on his turn and then duck back down. His reasoning went like this; He starts the round with total cover so he can’t be targeted. On his turn he uses some of his movement to stand up. At that time he would have half cover (he might argue that he had 3/4 cover) and with half cover he got +2 to his armor class and dexterity saving throws. However that would only come into play if an opponent had readied an action to fire at him if he stood up. Otherwise he fires his weapon and then uses the rest of his move to duck back down, perhaps even moving to another location along the wall first. Then he would have total cover again until his turn on the next round when he would repeat the same tactic. This would also work behind rocks or trees or barrels. If there was nothing to provide cover, he could simply lie down. If prone, missile attacks against him (if the attacker is more than 5 feet away) are made with disadvantage. Then on his turn, he uses half his move to get up from prone (if he remained prone his attacks would be made with disadvantage), fires his arrow and then falls back down prone until his turn on the next round.
This tactic appears to be allowed with the rules as written. But I don’t like it. It doesn’t make for cinematic, or heroic combat. At its extreme, it is just plain silly. Can you imagine everybody doing this on both sides? When combat starts everybody lays down. On their turn they pop-up, fire and fall back down. But, in extreme circumstances, this may be the only reasonable tactic. Think of a cowboy on the prairie surrounded by Indians. He has no cover except for sage brush. He must do what he can to keep from being killed. And bad guys hiding behind a low wall should get some benefit from staying down except to fire.
Here is my thinking on this dilemma.
1) Even though each character takes his action during his turn which is based on his position in the initiative order. The entire round only represents 6 seconds of game time. Everyone is acting at the same time and breaking it up into individual turns is a concession we make in order to make it a playable game. So even if you start and end your turn totally concealed, when you pop-up to fire you are visible to your opponents.
2) If you start your turn behind cover (or prone) you can’t easily see your target. So when you pop-up to fire you must first site your target before aiming and firing. You have a better chance of hitting it if you have the target in your sights at the start of your turn.
My house rules:
If you have total cover (other than from darkness or invisibility) at the beginning of your turn, any attacks you make by moving out from behind that cover will be made with disadvantage.
If you have total cover (other than from darkness or invisibility) at the end of your turn, any attacks against you will be made based on the most vulnerable position you occupied during your turn. These attacks will be made with disadvantage.
With these rules in place, you can still use the pop-up archer tactic, but you have disadvantage on your to-hit rolls and your opponents have a chance to shoot you, but they also have disadvantage.
If you are prone at the beginning of your turn, any attacks you make after standing will be made with a -2 penalty on the attack roll.
If you are prone at the end of your turn, any attacks against you will be made based on the most vulnerable position you occupied during your turn and will be made with a -2 penalty on the attack roll.
So you can stand up from prone, fire and then drop to prone on your turn, but you have a penalty on your attack rolls and you are more likely to be hit than if you had remained prone.
August 28, 2015Posted by on
Into the Depths
Underwater – Depth and Temperature
The water’s depth and temperature will determine a character’s survivability when they are under the water.
DAMAGE FROM WATER PRESSURE
|Depth||CON Save||Points of Damage|
|201-250 ft||DC 10||1d6/minute|
|251-300 ft||DC 15||2d6/minute|
|301-400 ft||DC 20||3d6/minute|
|401-500 ft||DC 25||4d6/minute|
|501-1000 ft||DC 30||5d6/minute|
|1001 ft or deeper||DC 35||6d6/minute|
The deeper a character ventures down into the water, the greater the water pressure. Freedom of movement and water breathing will not protect characters from either the crushing effects of deep water or the effects of cold. The indicated Constitution saves must be made one round after being at a certain depth. If the save is failed, then the damage is taken and another save must be made each minute until the character makes a Constitution save, after which further saves are not necessary. The character is then considered acclimated to that depth. Descending to a deeper depth range as indicated on the table, however, requires another saving throw be made.
DAMAGE FROM COLD WATER TEMPERATURE
|Temperature||Degree F||CON Save||Points of Cold Damage|
Water conducts heat much more efficiently than air; therefore cold water causes much greater loss of body temperature than does cold air. It is also important for DMs to note that water becomes heavier as it cools until it reaches a temperature of about 37 degrees Fahrenheit (just above freezing). Below 37 degrees, as water crystallizes into ice, it becomes lighter so that ice will float on the surface of the water. Therefore, the bottom of any large body of water will tend to remain at 37 degrees F most of the year. The above table outlines the necessary saves and resultant cold damage from being in water at various temperatures. Unlike pressure, Constitution saves against cold damage from water must be made each minute, even after a successful save. The table assumes that the creature is not wearing anything that will provide meaningful insulation while in water. Normal clothing or armor is of no benefit. A creature wearing a watertight outfit that captures a layer of water next to the skin (like a wet suit) has advantage on Constitution checks against the cold damage. Smearing the skin with grease or fat, which repels water, will provide a +5 bonus to the necessary Constitution saves. Of course, magical forms of protection from cold also apply.
August 26, 2015Posted by on
One of the great things about the 5th edition of Dungeons and Dragons is that it is vert light on rules. One problem with adding more rules is that if we add too many we run the risk of this edition devolving back into 3rd edition. However that will not stop me from suggesting potential house rules. Think of these as possible ways to address common issues that may arise during play.
Falling Damage: The basic rule is simple: 1d6 points of damage per 10 feet fallen, to a maximum of 20d6.
Jumping to avoid damage: If a character deliberately jumps instead of merely slipping or falling, the character receives no damage for the first 10 feet and on a DC 15 DEX (Acrobatics) check he receives no damage for the first 20 feet and lands on his feet. Thus, a character who slips from a ledge 30 feet up takes 3d6 points of damage. If the same character deliberately jumped, he takes 2d6 points of damage. And if the character leaps down with a successful Dexterity (Acrobatics) check, he takes only 1d6 points of damage from the plunge.
Falling onto Soft Surface: Falls onto yielding surfaces (soft ground, mud) also ignores the first 1d6 points of damage. This reduction is cumulative with reduced damage due to deliberate jumps and the Athletics skill check.
Falling into Water: Falls into water are handled somewhat differently. If the water is at least 10 feet deep, you must succeed on a DC 10 Dexterity (Acrobatics) check to enter the water without damage. Otherwise you receive 1d6 points of damage from any fall up to 20 feet of falling. Regardless of the save, you receive an additional 1d6 of damage for every 10 feet fall beyond 20 feet.
Diving into Water: Characters who deliberately dive into water take no damage on a successful DC 15 Dexterity (Acrobatics) check, so long as the water is at least 10 feet deep for every 30 feet fallen. However, the DC of the check increases by 5 for every 50 feet of the dive.
Landing on Your Feet: The official rule is that you land prone unless you receive no damage from the fall. I have no problem with this. However, I don’t think it would break anything if you allow the character to land on his feet if he makes his Athletics check.
May 5, 2015Posted by on
Rules for conducting a seafaring campaign in D&D. Including rules for Ship-to-Ship Combat.
You can download a free copy here: 5E_Nautical_Adventures.pdf
This is a complete re-write of the Ship to Ship Combat rules I published before (3.5 version here).
In keeping with the spirit of 5e, this is not about conducting massive sea battles, moving small model ships around on a hex battle map exploring tactics and the intricacies of wind and sail. Rather this is about what the PCs can do with ships. Ship-to-ship battles do take up the majority of the pages here, but the battles are from the point of view of the player characters on board their ship. Care has been taken to assure each payer has something to contribute each round of ship-to-ship combat. Each player controls one of their ship’s officers. That officer can be his or her PC or it may be an NPC and he has several actions available to him that are specific to that officer.
I copied liberally from Wizards of the Coast’s 1997 publication “Advanced Dungeons & Dragons of Ships and the Sea”. I also got a lot of good ideas from Pathfinder’s “Skull and Shackles” (their “Wormwood Mutiny” adventure path will work with these rules for those of you who want a good Pirates campaign.)
I also found a lot of good information in Kenzer and Company’s “Salt and Sea Dogs”.
May 3, 2015Posted by on
I haven’t posted here in a while. I have been working on 5E Ship-to-Ship combat rules. They will be finished soon. In the mean time here is part that may be of general interest.
Drowning Rules for D&D 5E
Falling Off the Ship
Rough water adds 5 to all the following DCs except for saves made when more than 5 feet under the surface. Flotsam or other floating items grant advantage to saves to stay afloat.
This can be hazardous to your health. If you fall overboard you will splash down 1d6+5 feet from your ship. If you are pushed overboard you will fall 2d6+5 feet from your ship. If you jump or dive into the water you can enter the water at any point up to the maximum distance you can jump (refer to the Jumping rules in the Player’s Handbook). If you fall or are pushed overboard, you must succeed on a DC 10 Dexterity (Acrobatics) check to enter the water without damage. Otherwise you receive 1d6 hit points damage from the fall.
Each foot you swim cost you one extra foot of speed. If you are within 5 feet of a moving ship (or one that has been involved in a ramming or grappling maneuver), you must make as DC 10 Strength (Athletics) check. Failure means that you cannot move this round, you are using all of your strength to simply keep your head above the waves. Once you reach the ship, you must make as DC 15 Strength (Athletics) check to climb back onto the ship. Failure results in you falling back into the water.
You can swim underwater as long as you can hold your breath (see “Drowning” below). Your underwater swimming speed is the same as your surface swimming speed. You can swim straight down at half that speed. You can swim straight down at 15 feet per round if holding the equivalent of medium armor, or 25 feet per round if holding the equivalent of heavy armor. If unencumbered, you can swim straight up at 20 feet per round.
In general, heavy armor is not terribly common on ships. The weight tends to be the most prohibitive factor – falling overboard in 65-pound full plate normally results in death. Occasionally, combat Infantry will don light or medium armor for a battle, but most of the time sailors go unarmored. A lucky few (usually the PCs and important NPCs) have magic items that improve their AC, but most sailors rely on their natural Dexterity.
Attempting to swim while wearing light armor requires that you make a DC 10 Strength (Athletics) saving throw each round. Failure means you have a speed of 0 as you go under water for that round and loose one carried item, shield or weapon (your choice as to what you drop).
If you choose to remove your armor after entering the water, it will take one minute (10 rounds). A successful DC 15 Dexterity (Acrobatics) save will cut that time in half. During this time you cannot swim or take any other actions. You make a DC 10 Dexterity (Acrobatics) saving throw each round. Each round that you succeed you keep your head above water and counts as one round of the rounds required to remove your armor. Failure means that you went under water this round and made no headway in removing your armor. After 3 failures you receive one level of exhaustion.
You can attempt to swim while wearing medium armor, but you must make DC 15 Strength (Athletics) saving throw each round. On a success, if you are on the surface at the beginning of the round, you stay on the surface. Each foot you swim cost you two extra feet of speed and you can take no other actions besides shouting and stowing a weapon. Failed save means you sink 10 feet and lose any still-carried shields or weapons. On the round following a failed save you are under water. After that, on a successful save you can swim toward the surface at a rate of 15 feet per round. On failure you sink another 10 feet.
You can attempt to remove your armor, but you will be sinking at a rate of 10 feet per round during this time. It normally takes 1 minute (10 rounds) to doff your armor, but a successful DC 15 Dexterity (Acrobatics) save will cut that time in half. Without your armor you can swim toward the surface at a rate of 20 feet per round.
You cannot swim while wearing heavy armor, giving you an effective speed of 0. Whenever you are in water, you lose any carried shields and weapons and begin to sink. You make a DC 25 Strength (Athletics) saving throw each round. Success keeps your head above water, or if you start the round under water you can swim 15 feet toward the surface. You can take no other actions. Failed save means you sink another 20 feet.
You can attempt to remove your armor, but you will be sinking at a rate of 20 feet per round during this time. It normally takes 5 minutes (50 rounds) to doff your armor, but a successful DC 15 Dexterity (Acrobatics) save will cut that time in half. Without your armor you can swim toward the surface at a rate of 20 feet per round.
After 1+(con bonus) minutes of holding your breath underwater you fall unconscious, your hit points fall to 0, and you begin making your death saving throws as per the standard rules. However, if you become stable there is a problem. If you are still under water you can’t remain stable. So you must start making death saving throws again. This continues until you die unless you are saved in some way.
December 18, 2014Posted by on
What is the best use of a Shield and Longsword combo?
I received this inquiry the other day: “I like to play a Paladin that often uses a Shield and Long Sword combo. However, I have noticed that there is no shield bash in 5E. I have been using the shove instead as an action between a Trip and Shield bash. Are you aware of any attack that tries to leverage a Shield in 5E? I would really like to stress a shield proficiency for my build if possible.”
Here are my thoughts:
A shield is an improvised weapon dealing 1d4 bludgeoning damage.
Paladins are proficient with shields. Whether said proficiency extends to it being used as an improvised weapon is not specified, but there’s no reason why it shouldn’t be.
Note that shields aren’t light weapons, and thus can’t be used for normal two-weapon fighting.
If your Paladin adopts the “protection” fighting style at 2nd level:
“When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.”
If your group is using feats (I think most are) there is the “Shield Master” feat:
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. (If I was DMing the game, I would allow the use of this bonus action to either shove a creature or to attack it with the shield as an improvised weapon.)
If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
And the “War Master” feat will allow you to cast spells while holding both your shield and sword.
I would like to hear if anyone has any other thoughts on this matter.
August 20, 2014Posted by on
Optional House Rules for D&D 5e
[Check out this newer post on this subject: D&D 5E – Quick Reference – Chase Rules.]
A couple of years ago I published chase rules for D&D v3.5. You can download them here.
With the release of the fifth edition of Dungeons and Dragons, those rules seem rather heavy. You can still use them if your campaign will have a lot of chases. However, in keeping with the slimmed down rules of 5e, I am proposing a simple house rule for chases. The description below is in terms of a PC character chasing a fleeing foe. Keep in mind that the same rules apply when the PC is the one fleeing.
What if your opponent tries to run away?
Most of the time the standard rules for combat work just fine. A chase may occur when one or more opponent turns and runs away. In game terms, he uses the Dash action to spend his entire turn moving away from combat as quickly as possible. If he starts his turn within 5 feet of you, or passes within 5 feet of you, you can use your Reaction to make an opportunity attack.
What if you want to chase him?
It all depends on how far away you are from him at the beginning of your turn. Compare this distance to your characters speed. There are three possible results.
1) You can use your Move to get within 5 feet of him.
- You can attack him and combat continues.
2) You can catch up to him by using your Dash action.[If you have enough speed to pass him you may do that, but if you come within 5 feet of him as you pass, he gets to use his Reaction to make an opportunity attack against you, so you will typically want to stop when you get within 5 feet.]
- You stop within 5 feet of him.
- If he continues to run away you can use your Reaction to attack him. [If you speed is the same or greater than his, this can repeat each round. This is not a good strategy for your opponent, unless he can reach shelter or he is leading you into an ambush.]
- Or he may choose to turn and fight on his turn.
3) You cannot get to within 5 feet of him using your Dash action.
- If your speed is greater than his, you should catch up with him in a few rounds.
- If your speed is less than his, and you have no way to increase your speed, he will get farther away each round. You may as well attempt to shoot him with ranged weapons until he is out of range.
- If your speed is the same as his, he will stay the same distance away from you forever. You move closer on your turn, he moves away on his. This is where a house rule is needed.
House Rule #1
A chase is not a race. There are multiple factors that could enable a creature to catch up to another one that has the same speed. Even a lucky slower creature should have a chance. Here is my house rule:
At the end of a turn where you have used a Dash action to advance toward an opponent that is fleeing, you may call for a Strength (Athletics) contest between the two characters. If you win the contest, you move an additional 5 feet toward your opponent. If you lose the contest, you move back 5 feet.
House Rule #2
Characters can’t continue running at top speed forever. For extended chases:
After 5 rounds of continuous running, a character must make a [DC 15] Constitution save or suffer one level of exhaustion. Each additional round of continuous running requires another save at an additional +2 to the DC.
The DM may rule that certain creatures are immune to this exhaustion effect, or that they can run for longer periods before requiring this check.