Here’s a hyperlinked summary: Optional Rules to AdoptDamage Hit Points Attacks of Opportunity Speed. However, this is meant to be a discussion not a monologue – so if you disagree with any of the options I’d like to use, or want to make a case why another variant is really the bee’s knees, then let me know. I’m going to list all the variants and optional rules that I’d like to use in the game, and all the ones that I’ve chosen to ignore – and I’m going to explain why. Some I will just briefly touch upon, while others I will dwell on in more detail. By my count there are more than 90 variant rules scattered through the Player’s Handbook and Dungeon Master’s Guide, and I’m going to go through every one of them in this post.
Dmg 5E Lasting Damage Table Plus A FewSpells and abilities that mention alignment do so in name only. Firearms, Explosives and Alien TechnologyIn D&D 5th edition, Alignment has little mechanical effect on the game. Tarrasques attacks deal an average of 112.5 damage each round if you just add. More Difficult Magic Item IdentificationTheres a table in the DMG that says how much experience a party gets for. Over 75 lingering injuries (6 by damage type plus a few variants includes the 9 injuries found in the DMG) Table: Two Weapon Fighting-Penalties.The following tables offer potential lingering injuries based on 5th Edition damage type (acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder).The general concept of “Alignment” – of Good, Evil, Law and Chaos – may be quite relevent in certain circumstances. If you think your character’s back-story, personality traits, ideal, bond and flaw are more than adequate, then you can ignore Alignment entirely.Of course, all this depends on the campaign. If declaring that your character is one of the nine available alignments helps to define who the character is, and make them easier to roleplay, then by all means use alignment. There are a tiny, tiny handful of abilities where alignment does play a role in the rules, and if these do come up in play then we’ll have to muddle through them as best we can.As Alignment has so little mechanical influence on your character, then you can take it or leave it.![]() If it does come up in play, we can make an adjudication then as to what happens to your character. I’d prefer to do this, than insist everyone defines their character by alignment.So: ignore Alignment if you want to. It’s not hard to work out if you are playing a Good or Evil character after all. If such a thing were ever to come up in a campaign, I think we’d just have to make a ruling on where your character stands. That plane affects you in different ways depending on your Alignment. Travel to Mount Celestia and you will see a plane that is the personification of Order and Goodness. Wme entertainment agentsHowever, some may tread on the toes of other abilities already in the rules, so I would like to get your views. I like them all in principle because they feel as though they are things that any character should be able to attempt in battle. These are all options that would have appeared in the ‘Combat Manoeuvres’ section of the third or fourth edition PHB. Do these rules overlap with the Battlemaster Fighter too much? The Battlemaster can attempt a special disarm by spending a superiority die. The defender’s roll is at advantage (if it is larger than its attacker) or disadvantage if it is smaller. The attacker’s roll is at disadvantage if the defender is holding a weapon in two hands. If the attacker wins the defender is disarmed and the weapon falls to the defender’s feet. This seems flavourful and is easy to adjudicate.Disarm: The attacker makes an attack roll that is contested by the defender’s Strength (Athletics) or Dexterity (Acrobatics) check. A contested roll is all that is required for the smaller character to climb onto the larger one and start clambering around him as if the larger creature is difficult terrain. Microsoft office portable viewer portableThe act of marking is not an action. There are other issues with disarm, but I’ll deal with those in a future blog post.Mark: When you make a mêlée attack against a foe you can choose to mark the target. I think they can live side-by-side. The Battlemaster’s ability does damage which the standard disarm attempt does not, and probably has a greater chance of success. The foe then makes a Strength saving throw (DC 8 + attacker’s proficiency bonus + attack’s relevent ability score modifier) or be disarmed. This option simply allows you to reposition your foe by shoving them in a different direction. This is just a codification of a common-sense ruling.Shove aside: The ability to shove a creature backwards (and perhaps push them over) is part of the core rules and listed by p195 of the PHB. It’s a simple contested check – the larger character getting advantage on the check. While not quite as powerful or useful as it was in fourth edition, this version of Mark does make more practical sense.Overrun: This option is used when you want to push through a hostile creature’s space. An attacker gains advantage of any opportunity attack made against a marked target. ![]() I could be wrong, but my gut is telling me to avoid this one. This optional rule makes it a bit too easy for high level mêlée combatants to despatch numerous low-level foes. A bunch of six orcs is still to be taken seriously by a ninth level PC. You have to make a mighty swing that kills in one blow.The reason that I don’t want to use this variant, is because 5th edition has been billed as a game where low level monsters remain threats to the PCs into high levels. This only applies if the foes are unwounded to begin with. If three attack the PC barbarian and the barbarian hits one goblin for 18 damage, then that one blow will kill two goblins and inflict 4 damage on the third. It’s this last element that makes the process fun. Perhaps the player needs to consult long-lost plans and schematics, or decipher the mad jottings of a githzerai mage. The rules that exist in the DMG take up less than half a page, and are fairly easy to implement. The creation of magic items require a certain amount of time, a certain amount of gold and a story-related element that is dependent upon the DM. As such, I am going to allow you to create your own magic items if you want to do so. Crafting a Magic Item ( DMG p128)I don’t want to close off options for PCs that have existed in previous editions of the game.
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