Five Simple House Rules for Better Combat in Dungeons and Dragons 5e

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  • เผยแพร่เมื่อ 27 ก.ย. 2024

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  • @kennethgray4679
    @kennethgray4679 4 ปีที่แล้ว +2812

    My bud uses a rule for healing potions I really like, where if they're consumed as a bonus action they have to roll for HP recovery, but if they take one as an action they get max HP.

    • @BC3789
      @BC3789 4 ปีที่แล้ว +227

      Thats a good balance between the two ideas. Definitely using that.

    • @OnigoroshiZero
      @OnigoroshiZero 4 ปีที่แล้ว +308

      Nice, it feels like they hurried to drink that potion and in their haste some of it was spilled.

    • @askcosplaysenpai
      @askcosplaysenpai 4 ปีที่แล้ว +46

      Definitely using that, great idea!

    • @mikefisher7071
      @mikefisher7071 4 ปีที่แล้ว +24

      I think this is an awesome idea! Thanks for sharing!

    • @TrueRueTube
      @TrueRueTube 4 ปีที่แล้ว +14

      Using it!

  • @superman64232
    @superman64232 5 ปีที่แล้ว +1341

    My favorite Homebrew: grazes - when attack roll or check is shy by 1 point ( the character rolls a 16 when they need a 17 to succeed) they succeed at a penalty. In combat, they would hit, but do half damage. When picking a lock, they would succeed, but trigger an unseen trap. When being stealthy, they would remain unseen, but the guard knows someone is there and begins searching, etc.

    • @neodeath90
      @neodeath90 5 ปีที่แล้ว +41

      I like this a lot!!!

    • @kasuscloud4805
      @kasuscloud4805 5 ปีที่แล้ว +26

      As do I. Interesting, I may employ this at my table.

    • @georgea4124
      @georgea4124 5 ปีที่แล้ว +77

      I do a variant of this where every check has different bands of DC, where the highest return the best results, while lower bands become more mixed. An example with a History check to find out the name of a town where an event took place would be 1-5, no idea; 6-10, cryptic information like "ends with -shire or something"; 11+ I give out the name of the town they're looking for. I imagine this is very common, and it works very well. My players know this is what is happening behind the scenes too, so they feel it is less arbitrary.

    • @benvoliothefirst
      @benvoliothefirst 5 ปีที่แล้ว +13

      Very similar to Dungeon World. 2d6: 6-: Fail and +1 exp. 7-10: Success but with cost. 11+: Unqualified success.

    • @moonlight2870
      @moonlight2870 4 ปีที่แล้ว +1

      That sounds lame.

  • @mathiasikit
    @mathiasikit 5 ปีที่แล้ว +657

    Bloodied condition on a "viscious mockery" damage : "You hear the clear and distinctive sound of this Cloud giant's heart breaking to pieces".

    • @FarothFuin
      @FarothFuin 5 ปีที่แล้ว +39

      You beat a golden dragon with vicious mockery: "you guys are mean, i dont like you guys, i'm out of here *proceeds to leave*

    • @thatoneVoidDemon
      @thatoneVoidDemon 5 ปีที่แล้ว +18

      Mathieu Robitaille tbh when I heard the bloodied condition I immediately remembered the sheer amount of times our party has in-fighting, and how my paper-thin half orc Druid would be ‘bloodied’ so often lol
      (he’s got like... 20 hp... rolling for hp sucks)

    • @Skewrz
      @Skewrz 5 ปีที่แล้ว +6

      @@thatoneVoidDemon since we're on house rules, there's the average hp set in the PHB and a rule I have in my game if they don't like rolling is every level they can choose the average (on a d10 I think it's 6+CON) but if they roll they MUST take the roll. I find it helps balance it out a bunch as some like the gamble and others want to avoid it.

    • @cosmit4250
      @cosmit4250 4 ปีที่แล้ว +3

      Skewrz my old Dm used a bit of a home brew version where if you roll under the average you get the average which makes it slightly fairer but lessens the rng of having lower health or something idk

    • @MightySchoop
      @MightySchoop 3 ปีที่แล้ว +4

      @@cosmit4250 I used to do that in 3.x. I gave my players a choice of (assuming d8s) take 5 or roll, but if you get less than 4, you get 4. Change as appropriate for the hit dice.

  • @AllegoryGar
    @AllegoryGar 4 ปีที่แล้ว +606

    Gary Gygax -“The secret we should never let the gamemasters know is that they don't need any rules.”

    • @Joshuazx
      @Joshuazx 4 ปีที่แล้ว +33

      Mwahahaha. Rocks fall. Everybody dies.

    • @joshshin6819
      @joshshin6819 3 ปีที่แล้ว +19

      The guy made Tomb of Horrors. He wants the DMs to know they dont need the rules.

  • @Xrayhalo
    @Xrayhalo 5 ปีที่แล้ว +893

    TOP 5 DND MOD LIST

    • @krisratliff3157
      @krisratliff3157 5 ปีที่แล้ว +14

      Yo can we get a video fleshing out the minion rule specifically? This seems like the single most useful rule for scaling up encounters and really raising the stakes but I don’t know that I fully understand it

    • @thecactusman17
      @thecactusman17 5 ปีที่แล้ว +15

      @@krisratliff3157 Simple enough:
      You have a bunch of really cool monsters that aren't the big bad. They are thematically cool and level appropriate, but fighting them is a chore. See bandits, goblins, kobolds, etc.
      Minions keep all those cool elements, but get 2 really important changes. Change 1: minions only have 1hp so any successful attack defeats them. Change 2: Minions never die to a failed attack or if they make a successful save, even if it would typically do damage.
      They keep all their other typical stats (AC, special abilities, modifiers etc). In a 1v1, you might elevate a minion to is normal stats to ensure that a fight has stakes (such as giving full health to a fleeing guard shouting for help so he isn't automatically deleted by the rogue).

    • @theodale1710
      @theodale1710 5 ปีที่แล้ว

      haha

  • @manuelsilva9993
    @manuelsilva9993 5 ปีที่แล้ว +445

    A nice litte house rule in my games is adding your medicine mod to the health you get back on potions, just nice to give something another use

    • @McGamer103
      @McGamer103 5 ปีที่แล้ว +56

      Lvl 12 Human Druid takes the prodigy feat, expertise in medicine, maxed wisdom, drinks potion, gains 2d4 +16 hit points
      But at the same time, I like it

    • @manuelsilva9993
      @manuelsilva9993 5 ปีที่แล้ว +65

      @@McGamer103 aye dedicated health potion build sounds pretty cool and you can feed your health potion to others to give them your bonus

    • @erichall090909
      @erichall090909 5 ปีที่แล้ว +4

      I like it but it really doesn’t make any sense in the immersive sense.

    • @Zillionman2010
      @Zillionman2010 5 ปีที่แล้ว +19

      Could always just house rule call them healing kits or something similar instead of health potions if you're worried about them breaking immersion. Magical salves that knowing how to apply them makes it more effective than rubbing it everywhere.

    • @erichall090909
      @erichall090909 5 ปีที่แล้ว

      Fengar that makes more sense. More sense than a magical potion healing more because you know medicine lll

  • @nohandlemebruh
    @nohandlemebruh 4 ปีที่แล้ว +342

    I hate people being forced into conventional parties, so my house rule is that with a potion you can either use a full action and gain 10hp, or a bonus action and roll. You're either forgoing an attack to carefully drink it, or you're spilling it everywhere.

    • @tbohn10
      @tbohn10 ปีที่แล้ว +2

      Roll nat 1* you mostly misses your mouth, it spills up your nose and into your eyes

    • @bramvanderklei4826
      @bramvanderklei4826 ปีที่แล้ว +14

      ​@@tbohn10cures blindness but making you blind again

    • @eprot6170
      @eprot6170 ปีที่แล้ว +4

      ​@@bramvanderklei4826 nah, it gives you such good eyesight that you can't comprehend it and get a shocked state

    • @aficklefangirl2566
      @aficklefangirl2566 ปีที่แล้ว +3

      @@tbohn10 rolled a nat 1: in your rush you accidentally mistook your poison bottles for healing potions - lucky you mostly missed your mouth! take one point of additional damage haha

  • @WonderVis97
    @WonderVis97 5 ปีที่แล้ว +1918

    “Why did you put twenty-four Tiamats on the board”
    “They’re minion Tiamats. No guys, don’t leave, they don’t even have Legendary Actions!”

    • @silverpact1008
      @silverpact1008 5 ปีที่แล้ว +79

      Wait wait wait
      1hp for each head?

    • @emperordemetrius3832
      @emperordemetrius3832 5 ปีที่แล้ว +53

      @@silverpact1008 You do not specify!

    • @larryvickers2480
      @larryvickers2480 5 ปีที่แล้ว +56

      I cast magic missile at 7th level and twin it....

    • @ernstvermeulen1989
      @ernstvermeulen1989 5 ปีที่แล้ว +96

      @@larryvickers2480 You can only twin a spell that targets only one creature. Since magic missile can target multiple creatures, it can't be twinned. Same goes for spells with an AoE or spells with a range of self.

    • @ernstvermeulen1989
      @ernstvermeulen1989 5 ปีที่แล้ว +40

      @@InviWasTaken This is rules as written, you can always allow it in your home game.

  • @csgunn007
    @csgunn007 5 ปีที่แล้ว +731

    House rule: If you don't bring the DM a pint, you go RAW.

    • @ogrokun
      @ogrokun 5 ปีที่แล้ว +44

      When I DM, I can be bribed with food.

    • @trouqe
      @trouqe 5 ปีที่แล้ว +4

      What? That's a thing? Haha

    • @anthonynorman7545
      @anthonynorman7545 5 ปีที่แล้ว +5

      Why would you punish yourself?

    • @darklightuk2
      @darklightuk2 5 ปีที่แล้ว +5

      I like this rule. But as I run L5R lets swap the "pint" for a full hits of sake/plum wine

    • @SergioLeRoux
      @SergioLeRoux 5 ปีที่แล้ว +13

      For my friends everything, for my enemies The Rules!

  • @blablubb4553
    @blablubb4553 4 ปีที่แล้ว +87

    This whole video boils down to the simple fact that 4th edition introduced some really cool rules to the game.

    • @eleventyeleven
      @eleventyeleven 2 ปีที่แล้ว +5

      Skill Challenges and Minions are my favourite

    • @Attaxalotl
      @Attaxalotl 8 หลายเดือนก่อน +1

      4E had some really cool things, it just flubbed how classes worked.

  • @daniel-z9q2f
    @daniel-z9q2f 5 ปีที่แล้ว +87

    About the potion as a bonus action, my DM had a rule that I live concerning potions. You can hold ONE on your belt to be used as a bonus action. All others cost an action. Feels really great to me.

    • @joseguilhermesoares543
      @joseguilhermesoares543 3 ปีที่แล้ว +2

      Good one

    • @maxs-lz4pn
      @maxs-lz4pn ปีที่แล้ว

      If you wanna be brutal you could amp that up and make the players roll to rummage thru their bag to see if they even find it

  • @talongreenlee7704
    @talongreenlee7704 5 ปีที่แล้ว +480

    Pack tactics + flanking +5 to attack rolls = OP kobolds. I am totally using this rule to dogpile PC’s with a kobold ambush.

    • @nairocamilo
      @nairocamilo 5 ปีที่แล้ว +65

      Just unassuming get your players onboard with the flanking rules, like it's not the end of the world. Then suddenly, out of the corner of their eyes...
      The Kobold Gang

    • @pierluigidipietro8097
      @pierluigidipietro8097 5 ปีที่แล้ว +17

      The advantage on attack rolls statistically is the same as having a +5 to a single roll. So I would stick to advantage when the flanking creatures are more than two, and add a +2 when they are exactly two.

    • @mateusdmt5505
      @mateusdmt5505 5 ปีที่แล้ว +3

      Since we have simplified tactical movement and AoO it's too powerful even with +2 as a bonus.

    • @natanoj16
      @natanoj16 5 ปีที่แล้ว +4

      Kobolds are amazing :D

    • @andreiradu7851
      @andreiradu7851 5 ปีที่แล้ว +15

      @@pierluigidipietro8097 actually it's 3.325. average roll is 10.5 while average roll with advantage is 13.825. And the reason I would prefer a flat bonus over advantage is because it doesn't makes all the other sources of advantage meaningless since you can just flank.

  • @Eric-im2px
    @Eric-im2px 3 ปีที่แล้ว +352

    1:25 Better Criticals
    4:31 Better Healing potions
    7:02 Flanking revisited
    10:44 Bloodied Condition
    13:44 The Minion Rule

    • @elonwhatever
      @elonwhatever 2 ปีที่แล้ว +24

      Thanks, I always hate it when what could be a 5 minute video is spread like too little butter into a twenty minute monstrosity

    • @benselander1482
      @benselander1482 ปีที่แล้ว +6

      Also, 11:08 RIP Headphone Users

    • @Adam89111
      @Adam89111 ปีที่แล้ว +2

      You are doing gods work.

    • @HiddenRealm
      @HiddenRealm ปีที่แล้ว +1

      @@elonwhatever Yeah this whole video could basically just be reduced to like, the screengrabs they have of the rules in text.
      And if they wanted a video it could've just been 10 minutes of them explaining each one briefly...
      Not really enjoying these guys because of the long-winded overly obvious explinations, and often just bad takes in general on things lmao.

  • @samuelvaldez5389
    @samuelvaldez5389 5 ปีที่แล้ว +36

    Our game yesterday implemented the potion and crit rules. They freaking loved it, and I loved how much they loved it. Really took combat to an elevated level, even with a PC dying.

  • @sariix2656
    @sariix2656 5 ปีที่แล้ว +89

    The reason why Flanking wasn't in the Core Rulebook is because D&D 5e can be played complete in Theater of the Mind. Some DMs, especially new ones, don't have minis to illustrate the battlefield, so it can be difficult to apply that level of tactical complexity to a battlefield situation where not everyone is seeing the same thing in their mind. This isn't a bad thing, just kinder and less demanding to new players and DMs joining the growing D&D community.

  • @sovest555
    @sovest555 5 ปีที่แล้ว +261

    I actually use a variation on the minion rule in 5e:
    Instead of explicitly 1 hp, I actually give them effectively 1/10 their normal HP value (which, in the grand scheme of high-tier play, is virtually the same given the general damage output of characters, but is more there for the sake of spells like color spray or sleep where HP amount matters), strip them of multiattack while also minimizing their damage (since I already use average damage for regular monsters as is), and have them always act on Initiative Count 10.
    In any case though, the critical hit and potion houserules I am definitely taking~

    • @twilightgardenspresentatio6384
      @twilightgardenspresentatio6384 5 ปีที่แล้ว +7

      Paul Blank I just go with one hit and any damage roll. The players can’t see their hp anyway

    • @devindworkin9053
      @devindworkin9053 5 ปีที่แล้ว +6

      I use a 2 hit rule. Or 1 if 10dmg

    • @grave2501
      @grave2501 5 ปีที่แล้ว +3

      i call those minions cannonfodder or one hit wonders, down with one hit.
      i start with double the number of party members and if the party killed 3/4 of those one-hit wonders, i keep adding a number equal to the number of party members till the big bruisers are down or are now coz of the partys constitution a challenge on their own without their cannonfodder ;)

    • @imperiousartifact1473
      @imperiousartifact1473 5 ปีที่แล้ว +1

      Do minions have an xp value?

    • @grave2501
      @grave2501 5 ปีที่แล้ว +3

      @@imperiousartifact1473 since they add to the fight i think they should have some but since they are just one hit wonders the value shouldn´t be too high max 50 xp per minion.
      i don´t worry about xp since i GM with milestones

  • @969Ryu
    @969Ryu 4 ปีที่แล้ว +17

    My favorite house rule about health potions combines the two you mentioned in an interesting way. Drinking the health potion takes only a bonus action but you roll the healing. However if you decide to take the time to pour the health potion over whatever wounds you have accumulated it takes your entire action but maximizes the potion's effect.

    • @969Ryu
      @969Ryu 4 ปีที่แล้ว +1

      By this same method your DM can choose to make any type of potion either topical (1 action) or ingested (Bonus Action) depending on how they want them to be used.

  • @thehonestcompany867
    @thehonestcompany867 5 ปีที่แล้ว +551

    "A professor once told me" the world was gonna roll me, I ain't the sharpest tool in the shed

    • @primeemperor9196
      @primeemperor9196 4 ปีที่แล้ว +6

      He was looking kinda dumb with his finger and his thumb in the shape. Of an L. On his forehead.

    • @playerzero7890
      @playerzero7890 4 ปีที่แล้ว +3

      Well years start coming and they don’t stomp coming fed of (?) rules and hit the ground running didn’t make sense not to live for fun

    • @حَسن-م3ه9ظ
      @حَسن-م3ه9ظ 3 ปีที่แล้ว +1

      @@primeemperor9196
      **"a DM once told me the player's gonna roll me, i ain't the biggest die in the bag"

  • @NilsMunchGecko
    @NilsMunchGecko 4 ปีที่แล้ว +64

    I love for the bloodied house rule, if characters are wearing disguises, these disguises often break or become unusable if the character is bloodied.

    • @ericmurotake5180
      @ericmurotake5180 3 ปีที่แล้ว +5

      Another idea is that, if the disguise is physical in nature, the players gain a bonus to deception checks with that faction (basically being able to use the "We've got wounded here, get out of the way" tactic)

    • @kinthor88
      @kinthor88 3 ปีที่แล้ว

      I also cut move to half if blooded.

  • @MichaelHolland
    @MichaelHolland 5 ปีที่แล้ว +45

    House Rule: Daggers count as ranged weapons/attacks when thrown. If the character throwing the dagger is proficient with daggers (or all Simple Weapons), drawing the dagger counts as part of the attack (akin to drawing an arrow to fire a bow). < This house rule opens up dagger throwing to a number of interesting feats and other options.

    • @CallenExile
      @CallenExile 5 ปีที่แล้ว +7

      It's basically a reskinned Dart as a ranged weapon anyway.

    • @anthonynorman7545
      @anthonynorman7545 5 ปีที่แล้ว

      Isn't that a bit expensive?

    • @anthonynorman7545
      @anthonynorman7545 5 ปีที่แล้ว

      @@CallenExile yeah, I have a monk PC that uses shuriken instead of darts for more ninja flavor.

    • @jamessimmons9998
      @jamessimmons9998 5 ปีที่แล้ว +14

      That's already how the Thrown property works. "If a weapon has the thrown property, you can throw the weapon to make a ranged attack" (PHB 147). RAW, throwing a dagger, javelin, spear, etc all count for features like sharpshooter, for example.

    • @dannyblack2600
      @dannyblack2600 3 ปีที่แล้ว +1

      @@jamessimmons9998 RAW they count as ranged attacks, but not ranged weapons

  • @ADayintheLifeoftheTw
    @ADayintheLifeoftheTw 5 ปีที่แล้ว +87

    To streamline combat I:
    1) Run real life military small unit tactics of ambushs.
    2) If a minion takes more than a 1/3 of damage- he will attempt to bolt.
    3) If the minions lose more than 20-25% of their numbers they will retreat and attempt an attack later or fully flee.
    4) I only roll for successful attacks, and apply a uniform average damage to the PCs, I modify this depending on the scenario and believability.
    5)Always break up combat with a complication ex. 2 rounds into combat, one of the npcs takes a hostage, or a fire breaks out and starts spreading, or the bbeg attempts a parlay or starts his evil plan.
    6)Diversify your npcs- this forces your group to deal with a goliath, two archers and a cleric. It can really bring out the tactical side of your players.
    7) Finally don't be afraid to kill your PCs, but remember your goal is to tell a story, not fight the PCs. Ex. After PC bob takes crit damage, NPCs threaten to finish him unless the group surrunders. Continue the story with them being carted off or being brought before a boss npc, instead of just methodically killing them until they get the bright idea to cut their losses and run.

    • @DungeonClass
      @DungeonClass 5 ปีที่แล้ว +4

      Great ideas Solo, hope you don’t mind if we steal some of these! I’d say borrow but I’m not giving them back. 😊

    • @ahumbleteacher
      @ahumbleteacher 5 ปีที่แล้ว

      Dungeon Class I just checked out your channel. Very nice. I subbed.

    • @ADayintheLifeoftheTw
      @ADayintheLifeoftheTw 5 ปีที่แล้ว +1

      @@DungeonClass Go for it bro! Glad I can help you, help others; so we can all have great games.

    • @benmiller9893
      @benmiller9893 4 ปีที่แล้ว +2

      THIS IS AMAZING. I love more realistic interpretations of combat. Thank you

  • @ryangoldstrich7334
    @ryangoldstrich7334 4 ปีที่แล้ว +40

    "why did you set a mind flayer on my family"
    "you kept talking shit about me under your breath like i wasnt gonna notice"

  • @KharnTheBtrayer
    @KharnTheBtrayer 5 ปีที่แล้ว +37

    The mook rule from 13th age is also a cool way to do mobs of small weak creatures too imo , the way it works is a group of mooks will share a hp total , a large token , and a stat sheet with say maybe 6 goblins or something making up your mook mob, and basically every time you take off 1/x amount of their total hp so in this example 1/6 of their hp their number of attacks per round goes from 6 to 5 and since a single mook normally has maybe a couple hp your fighter or whatever can feel like a badass when he does 12 damage with his long sword and kills like 3 goblins in a turn whereas with the 1 hp minion rule he can only kill as many as he has attacks per round

    • @Omnifarious42
      @Omnifarious42 2 ปีที่แล้ว +1

      Fighters do 4 attacks at 20, 5 with feats/special weapons/certain features. So they can dispatch a group pretty fast. Using both rules might be an interesting idea.

    • @murphieslaw6932
      @murphieslaw6932 ปีที่แล้ว +3

      Reminds me of rules for swarms in some systems.You know, rats, snakes, snotlings what-have-you.
      Could be a great way of dealing with groups of "trash mobs"

  • @JackOfHearts42
    @JackOfHearts42 5 ปีที่แล้ว +199

    "When you roll a critical hit, you may choose one die to count as the maximum it can roll" or something would solve the rogue & paladin problem if it is a problem at all.

    • @jamesorth8231
      @jamesorth8231 5 ปีที่แล้ว +44

      Or just have the weapon damage be maxed and not the sneak attack/smite dice.

    • @backonlazer791
      @backonlazer791 5 ปีที่แล้ว +12

      There's just one problem with that. Normally when you crit you double all the dice damage, which means that if you have something like 10 dice it's a lot. Choosing only a die to max would make it feel quite underwhelming, unless I misunderstood something.

    • @IronEntropy
      @IronEntropy 5 ปีที่แล้ว +22

      I think he means max one die, roll the rest as you normally woukd with a crit. So you still get double the dice, but only one is automatically maxed out.

    • @anon2447
      @anon2447 5 ปีที่แล้ว +2

      i dont remember what system i played once but crists were just maximum damage+2 times the relevant modifier so you didnt have to roll nor add too much math a crit from a d8 weapon with a +2 strenght modifier would be 8+4=12 damage, it was enough to feel awesome without using much math nor breaking the game

    • @slygryphon
      @slygryphon 5 ปีที่แล้ว +3

      The simplest critical is simply maximum damage, which is very close to the same value as rolling twice, so does not affect game balance.
      Works for rogues & paladins, avoids low damage criticals, and easy to calculate.
      To get the exact average, use maximum + 1 per die + any roll critical extras (like half orc savage attacker).

  • @BeOurBee
    @BeOurBee 4 ปีที่แล้ว +20

    "We teach you all the rules so you know how to break them properly." Definitely sounds like an arts professor.

  • @Grimday18
    @Grimday18 4 ปีที่แล้ว +44

    I run a pretty high magic setting. And it seems to be really easy for my full casters to just load up on spells that are pure damage, so they ignore a lot of low end buff/utility spells. So I house ruled that cantrips can be casted as bonus actions so long as they don't cause damage or conditions to enemies. Suddenly my players started taking True Strike to help out martial players and other spells that lean more towards flavor rather than power. It might not work at every table, but it makes my casters less glass cannon and more magical swiss army knife.

  • @darklightstudio
    @darklightstudio 5 ปีที่แล้ว +350

    House Rule: Crit equals max dmg, plus one extra D. Easy! Why isn't this an obvious thing yet?

    • @themuch21
      @themuch21 5 ปีที่แล้ว +64

      more dice = more fun

    • @darklightstudio
      @darklightstudio 5 ปีที่แล้ว +15

      @@themuch21 Yes, we loves the more dices! :)

    • @smbakeresq
      @smbakeresq 5 ปีที่แล้ว +38

      Because certain features like barbarian criticals add one extra weapon die as opposed to weapon dice, making the greataxe better then 2H Sword for critical hits. This was intentional.

    • @mauerwacher
      @mauerwacher 5 ปีที่แล้ว +7

      My crew has been playing this very mod for crits for 3+ years - do it!

    • @anthonynorman7545
      @anthonynorman7545 5 ปีที่แล้ว +8

      @@smbakeresq can you elaborate, please? I'm not sure how the homebrew changes the balancing.

  • @Viking2Go
    @Viking2Go 4 ปีที่แล้ว +7

    I really like the house rule for flanking we play with. If you flank you get 1.5 Proficiency
    Bonus to your melee attack.
    So basicly from lvl 1-8 you get +1, from 9-16 you get +2 and from 17-20 you get +3.
    The idea is that the more skilled you are the better you are at taking advantage of the flanking. :)

  • @4vilish
    @4vilish 5 ปีที่แล้ว +88

    personally i really like the better crit rule. we fought an ogre recently and it rolled max damage on one crit, instakilling one pc almost and then crited once more dealing less damage than some of the regular hits. of course i liked not beeing the next one to get smashed but it didnt really feel like a crit.

    • @jaeg.3806
      @jaeg.3806 5 ปีที่แล้ว +8

      @JoeRingo118 Barbarians do crazy damage, and even if they didn't they still take half damage from most attacks combined with a gigantic health pool and advantage on dexterity saving throws. The last thing they need is more damage.

  • @TheChaoticdarklord
    @TheChaoticdarklord 5 ปีที่แล้ว +31

    My group is made up of DMs. We all tweak our games. Flanking is something we’ve been doing for 30 years. I like the minions and bloodied rules. We all tend to be descriptive and have done something similar to the bloodied rule. I like the activation of special abilities with it. Makes sense. Good video!

    • @Kakerate2
      @Kakerate2 ปีที่แล้ว

      any other notable houserules you guys have picked up over the years?

  • @LurkerDaBerzerker
    @LurkerDaBerzerker 5 ปีที่แล้ว +12

    *Relevant and Supportive Comment*

    • @kyubii972
      @kyubii972 5 ปีที่แล้ว +1

      Doesn't seem like it.

  • @Nobody-zl3kk
    @Nobody-zl3kk 3 ปีที่แล้ว +35

    Creature idea: a creature that rewards taking short rests and having well-timed heals/punishes over extending a character
    *Bloodthirst:* This creature gains advantage against bloodied targets, this creature has blindsight of x ft. But can only detect bloodied targets
    The wording is confusing because i'm still kind of new to all of this but idk, sounds cool thematically and mechanic wise

  • @SanguineKiwi
    @SanguineKiwi 5 ปีที่แล้ว +9

    Bloodied was an old 4e rule I really missed. I completely agree that it's a great descriptive tool as a dungeon master and it's one I naturally brought over when I transitioned my players to 5e. Great video guys.
    Minions not making it back into 5e also surprised me.

    • @dndbasement2370
      @dndbasement2370 5 ปีที่แล้ว

      shouldn't... it was largely criticised because of how stupid it made monsters look. it may have made the game easier on DMs who preffer a more cinematic style of game play. but it made strickly no sense strategically for the players who wanted real battle. exemple... that ogre you fought when you were level 4 was no slouch... now because someone is his boss, he suddently lost all will to fight and lost all his endurance by suddently becoming a 1 hit point slime bag ? that creature evolved too, it didn't stay that way you know. plus your leveling up already compensated for the damage dealing, making him easier to kill. there is no need to make him even weaker by removing the only thing that made him formidable to begin with. it makes no sense for any world to have monions... removing a few HP off a creature because keeping a monster at 3 hp is useless, is a thing you can easily do... but removing 100 hp from a monster because he has a boss is strickly bullshit.

  • @TriMarkC
    @TriMarkC 5 ปีที่แล้ว +9

    Critical Damage House Rule:
    A) Max DMG + 1dx + mods
    AND/OR
    B) If crit dmg is lowest possible, DM applies some other debilitating effect to victim as if it was a “hidden” injury or effect. For ex: bleeding 1dx/round, slowed (ie, as if hamstrung), AC -1 (due to damaged armor or shield, as if a leather strap was cut so not as effective), or Dmg die - x (ie, they can’t hit as hard since a critical muscle/tendon damaged), etc

  • @zerolucksgivenzeroluckstak1763
    @zerolucksgivenzeroluckstak1763 5 ปีที่แล้ว +173

    instantly agreed on the critical house rule

    • @kelly4187
      @kelly4187 5 ปีที่แล้ว +7

      Absolutely. To players they are the protagonists in this movie, and it only makes sense to give them protag benefits. When my players land a crit I ask them to describe how they do it.
      I have another house rule: if they fumble with a 1, they are at disadvantage until their next turn. They're caught flat footed etc. It leads to the other players moving to cover
      and protect each other when a fumble happens.

    • @yellowbeard1
      @yellowbeard1 5 ปีที่แล้ว +2

      Andrew Kelly I like that as opposed to hurting themself or their weapon breaking. What experienced sword fighter hits themself on 5% of their cuts? And what sword has a 5% chance of break on each swing? I’m not a historian so maybe there are swords and maces that terrible but I don’t know of any.
      It only makes sense if your weapons are garbage.

    • @VariableRC
      @VariableRC 4 ปีที่แล้ว

      Me 2

    • @millermorrison7734
      @millermorrison7734 4 ปีที่แล้ว

      Yeah it really sucks when you get a low roll on a crit

    • @PhoenixM13
      @PhoenixM13 4 ปีที่แล้ว

      I also tried to this rule, but when I Crit with a full-grown Ramorhaz (67+6d10+7) and insta-killed my barbarian; I decided it was a little over-the-top. I switched to maximum die damage plus double modifier and an added effect for physical and magic attacks.

  • @VechsDavion
    @VechsDavion 5 ปีที่แล้ว +153

    Maximized. The keyword you are looking for is Maximized. Crits are maximized. Healing Potions are maximized. :)

  • @diogocosta4957
    @diogocosta4957 5 ปีที่แล้ว +24

    On the critical hit subject: I usually mix your approach of maximizing the hit die and add to the roll with exploding die. For example: If the aforementioned fighter crits, he deals 8 + 1d8 + STR, but he can roll another 1d8 if he rolls an 8. And he would keep rolling as long as the result was 8. On one hand it gives harder hitting weapons a lower probability of exploding, on the other in my head it represents the situation better. It is easier for a rogue to connect a dagger to someone's neck, than a barbarian doing the same while swinging a greataxe. Therefore, a dagger "explodes" easier on crits than a greataxe. They both deal a lot of damage on crits, but the dagger is marginally better on average. Nice video!

    • @rfjohnson69
      @rfjohnson69 5 ปีที่แล้ว

      How do you handle greatswords?

    • @pierluigidipietro8097
      @pierluigidipietro8097 5 ปีที่แล้ว +2

      this is the open-ended philosopy used in Rolemaster. It works either way, tough, and the players have to agree and accept that a wimp monster having a 1d4 dagger could slay them if he is lucky enough

    • @diogocosta4957
      @diogocosta4957 5 ปีที่แล้ว +1

      @@rfjohnson69 on a crit: 2d6 + 12 + STR, and each d6 you get a 6 you can roll it again (the exploding rule is per die)

    • @lapidations
      @lapidations 5 ปีที่แล้ว +3

      They just got to remember they can be one-shot by the most trivial monsters if they get really unlucky

    • @evannibbe9375
      @evannibbe9375 4 ปีที่แล้ว

      It may be better to on a crit change that to have the damage fall on a geometric distribution of maximum number on a die*X~geometric(1/maximum number on die)+final roll that doesn’t get that maximum number+ dex +strength.
      Similar in allowing hypothetically infinite damage from a crit (makes sense for slitting a throat), and better than just adding 8+dex at the start as it forces a weapon attacker to invest in strength if they want good critical hits (strength is something you need to pull back a bow string and so forth).

  • @DragoSmash
    @DragoSmash 4 ปีที่แล้ว +6

    one of my favorite rules so far are Spell Points, found in 3.5 Unearthed Arcana page 153
    i just love how much freedom that rule gives to spellcasters without completely breaking them, you still have to make a list of prepared spells but you can spend your "MP" however you want

    • @thecreationqueen3344
      @thecreationqueen3344 ปีที่แล้ว

      I favor this rule as well, it makes it easier to handle spellcasting than the spell-slot system for me.

  • @JinglyJoe
    @JinglyJoe 5 ปีที่แล้ว +22

    My flanking rule gives the enemy a -2 to AC and disadvantage on DEX checks. This allows ranged and magic users a bonus to their allies taking up good positions.

    • @JorisVDC
      @JorisVDC 5 ปีที่แล้ว +2

      Which is a good way to tackle it, as you are spreading you attention over two opposite foes, your guard can't be as good as normal.

    • @georgedenny9446
      @georgedenny9446 5 ปีที่แล้ว +4

      Is there a functional difference between +2 to hit and -2 to enemy AC?
      Also, imho, ranged spellcasters/archers have an inherent advantage because of how far away they can be, and flanking as a melee buff gives melee classes an edge that they otherwise wouldn’t have. But that’s just my personal experience from my play group (who built a lot of characters for abusing gimmicks during one shots).

    • @davidbeppler3032
      @davidbeppler3032 5 ปีที่แล้ว +1

      @@georgedenny9446 Only in description. "With the enemy flanked you find it easy to shoot into combat with your ally and score a hit." Vs. "With the enemy flanked he can't defend himself from your shot." Also keep in mind in a melee both parties are moving around, you could accidentally shoot your ally.

    • @tommysanger6659
      @tommysanger6659 4 ปีที่แล้ว +4

      @@georgedenny9446 Well it could. If I understand it right. +2 to hit would give the people in melee a higher chance to hit. That's it. But with a -2 to AC (be it from having less room to move or whatever being flanked would do. Hence the DEX disadvantage) it would mean it is harder to dodge. So ranged attacks would ALSO benefit from this by attacking someone with less AC.
      TL;DR +2 benefits melee, -2 benefits all

  • @iae8793
    @iae8793 5 ปีที่แล้ว +10

    my group's house rule is just double the damage on the dice when getting a crit, it makes combat move so much quicker

  • @andyh2783
    @andyh2783 5 ปีที่แล้ว +44

    Nice to see you guys running these widely used homebrews.....I love taking awesome things from 4e....you dudes continue to set the standard cheers

  • @goisles6728
    @goisles6728 4 ปีที่แล้ว +85

    “A legendary minion is a strange idea”
    *Megalovania intensifies*

    • @justinwlacy
      @justinwlacy 4 ปีที่แล้ว +10

      Who knew Sans' greatest weakness was Magic Missle?

  • @chrisw3024
    @chrisw3024 5 ปีที่แล้ว +6

    Instead of "bloodied", we generally use a "green-yellow-orange-red" shorthand for how damaged an opponent is. It's definitely nice to have some meaningful feedback about whether your attacks are having an effect (without requiring the DM to describe in detail each and every wound that's inflicted).

    • @josephdellavecchia7828
      @josephdellavecchia7828 5 ปีที่แล้ว

      Interesting at what point do you let your players know the colors?

    • @jakestavinsky3480
      @jakestavinsky3480 5 ปีที่แล้ว +1

      @@josephdellavecchia7828 probably 0-25% = red
      26%-50% orange
      51%-75% yellow
      76%-100 green

    • @mal2ksc
      @mal2ksc 5 ปีที่แล้ว +1

      This isn't a bad idea but I think I might leave out any distinctions between 50% and 100%. It _should_ take a while for the players to get a handle on how hard something will be to kill, and telling them "you've hit 25% damage" is more information than I want to divulge. Having more shades of "beat up" is useful though, so they don't blow big spells or buffed attacks on creatures that are ready to keel over.
      As for describing each hit -- I don't, unless I need to reveal things like resistance or immunity by saying "that didn't do as much damage as you would expect".

    • @josephdellavecchia7828
      @josephdellavecchia7828 5 ปีที่แล้ว

      @@jakestavinsky3480 that is what i figured but just confirming. Thank you

  • @BaumgratzE
    @BaumgratzE 5 ปีที่แล้ว +1

    A really nice House Rule I use that is really simple and it's only for role-play is:
    Whenever you take a critical damage you get a scar. This helps to remember the thought fights you faced and can lead to really fun interactions with players and NPCs.

    • @n.m.dimmick194
      @n.m.dimmick194 5 ปีที่แล้ว

      My GM does something similar to this, but instead applies it to Pathfinder's mass damage. Any damage you take from mass damage leaves a scar that can't be healed without some SERIOUS healing magic. Our rogue, for example, is most likely always going to have a scar through her shoulder where she took 4x scythe damage from a flesh golem.

  • @omnicoeur
    @omnicoeur 5 ปีที่แล้ว +30

    Wow, all five rules are actually very interesting, thought out, and balanced. Will definitely use them (some or all) in my next campaign! :D

  • @jadereynolds1204
    @jadereynolds1204 5 ปีที่แล้ว +22

    I got this cool d12 with body parts labeled on each side like head, chest, left arm, right leg etc. I roll it on a crit hit and each have their own effects, Stomach causes bleed, arms lower damage, chest lowers ac, head lowers accuracy, and legs lower dex. I also give each their own narrative explination depending on what happened, like head could be a concussion or it could be a cut on the forehead that blurs their vision with blood! Its a fun way to make combat more grounded and exciting while making those crits really hit hard.
    I might try running it with the crit=max dmg + dmg die but flip a coin or roll a die as to which one happens.

    • @TravDadGamer
      @TravDadGamer 5 ปีที่แล้ว

      I just picked up that d12 today. From Q Workshop? It was bigger than I expected and will be cool on the table.

    • @dizzydial8081
      @dizzydial8081 4 ปีที่แล้ว

      I have the same d12 and couldn't think of any good way of using it. I thought about archer shots being rolled with this, and different damage calculations depending on the body parts hit. For example, extremities like the arms and legs have the least amount of damage. Chest and torso will have higher damage, and headshot is a critical.
      Your idea is pretty good so I'm using it.

  • @stephencarmickle
    @stephencarmickle 5 ปีที่แล้ว +19

    The way we are doing flanking is adding a d4 to the attack, it seems to be working pretty well, but +2 is basically taking the average of that so I do like that too.

    • @OptimalMayhem
      @OptimalMayhem 5 ปีที่แล้ว +6

      I really like this. I feel like adding a bunch of +x to stuff in 5E kind of gets away from its design, but adding a minor die roll feels more consistent with the rest of the 5E rules. I think for many it's easier to remember which die to roll than it is to remember a numerical bonus. I'm about to DM my first campaign and don't plan to use flanking, but imma keep this d4 idea in my back pocket for later. Thanks!

    • @KageSama19
      @KageSama19 5 ปีที่แล้ว +1

      I think the +2 was to hit, no?

    • @mmal0ney
      @mmal0ney 5 ปีที่แล้ว +1

      I think it is also more fun to the players to get to roll and extra die, even if the average is the same, there is a chance it will be higher, but not as powerful as advantage.

    • @stephencarmickle
      @stephencarmickle 5 ปีที่แล้ว

      @@KageSama19 Yes, it is to hit, not damage.

    • @KageSama19
      @KageSama19 5 ปีที่แล้ว +1

      @@stephencarmickle I've always done advantage on flanking, I feel like the +1d4(2) to hit would be more consistent and rewarding. Often I've seen people roll 2 off of a hit and their advantage roll only went up 1 point.

  • @Tyrnak_Fenrir
    @Tyrnak_Fenrir 7 หลายเดือนก่อน +1

    My party uses a combination of the two health potion rules. If you drink one as an action, you get the max possible health. If you drink as a bonus action, you out roll as normal. If you feed it to someone else, it's an action and you roll as normal.

  • @cmdrpickles
    @cmdrpickles 3 ปีที่แล้ว +4

    Should have called this video "Five Rules from Fourth Edition D&D That We Liked"
    Note: This is not meant as a slight; I liked 4e quite a lot. About half of my main group does.

  • @jjschow
    @jjschow 5 ปีที่แล้ว +17

    I really like the rules for the health position and critical hits. Thank you.

  • @TreantmonksTemple
    @TreantmonksTemple 5 ปีที่แล้ว +9

    The Minion house rule is something I will definitely use in my next campaign - so much easier than tracking many creatures hp.

  • @tubulardose
    @tubulardose 5 ปีที่แล้ว +10

    was taking notes the entire time! great ideas for people like me who've only played 5e and dont know about these hidden gems from editions past
    Love your work!

  • @PugFeist
    @PugFeist 5 ปีที่แล้ว +18

    This has been my favorite video so far. I feel like I’d love to implement at least 3 or 4 of these mods right now.

    • @dndbasement2370
      @dndbasement2370 5 ปีที่แล้ว

      new criticals will only make your damages dealing players better at what they already are good at. while the monk and fighters will still be left in the dust by adding only 2 or 3 points of damage overall to their damages. its not worth it.
      potions... using them as a bonus action is better. as it makes potions matters, if you give your players a choice of potion or damage dealing, they will always choose the later. making the ruling not worth the trouble. it is using their action for it that stops them from doing it from the get go. not the fact it heals little. healing is healing, every points count. not to metnion you'll make your players too much unkillable if you maximise potions.
      flanking is a nice one, but it makes positioning a must in the strategy game and it makes for quite stupid combat where everyone just try to flank everybody. makes positionning too strong to begin with. not to mention it completely nullfies the barbarian ability reckless attacks. what good is it if the barbarian never uses it.
      bloodied... no just no... if you cannot describe the hits of your players, then i believe you have a problem as a DM. if you really need to give them a cue that they have hurt the creature, then tell them their sword actually start cutting across that armor or that a satisfying crack was heard when that maul hit the monster. also, hit points are not a visual representation of how badly hurt you are... it is a representation of how heroic you can still be while being badly hurt. if you need visual representation, i suggest you take the shadowrun system of hit points where you get injuries as you get hit and only certain injuries can be healed. that system is a much better system of hit points to represent something. the DMG also has the injury table you need. just adapt the system to your need.
      minions makes no sense whatsoever... what if your players have fought a baby dragon before... now they are 10 levels above and their abilities can already kill the same dragon. why are you even diminishing that dragon further by removing his hit points and endurance more when leveling of the game already compensated for that one ? it just makes no sense. creatures don'T suddently get weaker because another monster is their boss.

  • @saltlakeatrocity9771
    @saltlakeatrocity9771 5 ปีที่แล้ว +26

    For potions, I like the house rule I've ran with: my vendors typically sell three different types of potions. All three of these can be scaled up or down to "lesser healing, greater healing, etc" standards.
    - Non-Combat Potions that take five uninterrupted minutes of "drinking" to take into effect, and therefore can't ever be used during initiative combat. These heal the most amount of damage for the least amount of cost. I typically have these potions heal double the hit points that a "normal" potion would heal for a PC at their respective level. If you find the term "Non-Combat Potion" to be immersion-breaking, there are dozens of other terms you can refer to it by-but I personally like the straight-to-the-point language that ensures the player never forgets which is which.
    - Battle Potions that are basically the same thing as any current potion. Takes 1 action to consume during initiative combat, heals whatever amount is standard to your PC's respective levels.
    - Bonus Potions typically heal half the amount of a Battle Potion, but can be consumed as a bonus action. Sometimes I'll make it humorous by making these like nicotine patches or some other comical way to illustrate how these could be consumed as a bonus action. But either way, these are always the most expensive type of potion a vendor will sell for obvious reasons.
    I like giving my players the option to play the way they want to, and this system makes sure that players who prefer bonus action potions can play that way at a price-while players that prefer being more conservative can also do so without losing out on PC efficiency.

    • @ElvencloudYT
      @ElvencloudYT 4 ปีที่แล้ว +1

      I played AD&D with my friend's dad for a couple years - they used healing paste as the non combat potion. It took time to apply to wounds and to bind with bandages, but was cost effective and healed more than a standard potion (but not a greater healing potion, but those were rare.)

    • @billamillion9896
      @billamillion9896 4 ปีที่แล้ว

      Love it

    • @billamillion9896
      @billamillion9896 4 ปีที่แล้ว

      I love this

  • @trevorgray2287
    @trevorgray2287 5 ปีที่แล้ว +6

    So I got this from possibly misreading the Player's Handbook, but I've kept it in event after I heard it's not the way others play: When leveling up, player characters' max HP increases by the the maximum between the average hit-dice roll and the actual hit dice roll. So like, if your class uses a d10 hit dice, you gain 6 or 1d10 max HP, decided after the roll. It keeps the excitement of rolling a big HP increase, but also doesn't leave players deflated when they roll low.

    • @rfjohnson69
      @rfjohnson69 5 ปีที่แล้ว +1

      If my math is right, that raises the average for a D10 character to 7 (6+6+6+6+6+6+7+8+9+10=70 /10=7), D8 is 5.75, D6 is 4.5, and D12 is 8.25.
      So that is roughly a 15% HP increase per level (not 15% total because of max HP at level 1). Not a huge jump,, but enough that you would need to take it into account. I like the idea though!

    • @charleslanphier1104
      @charleslanphier1104 5 ปีที่แล้ว

      I allow the PCs to get a trainer for going up levels. It costs money (10 gp for 2nd level up to 500 gp for 10th.. which is max).. If you spend it, you get advantage on your HD roll.

  • @Tusitala1967
    @Tusitala1967 4 ปีที่แล้ว +5

    This was well done, gentlemen. I skipped 4E, and I would have never known about these rules without this video. Thanks!

  • @donthedon816
    @donthedon816 5 ปีที่แล้ว +3

    The minion house rule is so brilliant! I've just recently had my players fight a two large scale battles almost back to back and I was constantly stressing over the hit points and initiative order as well. However with this, I can throw in a ton of monsters and foes and just have them die in one hit so that the main focus of the battles, the BBEG, can be the one enemy I can focus all my attention on in combat.
    Great video!

  • @SgtBuffagor
    @SgtBuffagor 5 ปีที่แล้ว +4

    You guys might like the 'mook' rules from 13th Age that I have adopted a few times for 5E.
    A swarm of minion type monsters have a single HP pool based on their individual HP totals. Say, ten 7hp goblins have a pool of 70hp. For every 7hp that you peel off of that total, no matter the source, you kill a goblin. So if a character swings and connects for 10hp, one goblin is killed (since the 7hp threshold was crossed once) and the swarm has 60hp left. If another character deals another 11 points of damage so that the swarm has taken a total of 21 points of damage, then the 7hp threshold has been crossed 2 more times, and 2 goblins die! This is the case even if the attack normally only targeted one creature. Killing mooks in this manner is especially fun for the players.

    • @MorriganQueen451
      @MorriganQueen451 4 ปีที่แล้ว

      so, what if the do, like, 15 damage to one goblin. it means that one other goblin mysteriously die?

    • @SgtBuffagor
      @SgtBuffagor 4 ปีที่แล้ว

      @@MorriganQueen451 Not mysteriously - you finish one off and awesomely combo right into the next! Think cinematically.

    • @MorriganQueen451
      @MorriganQueen451 4 ปีที่แล้ว

      the other goblin die of shock

  • @default_3972
    @default_3972 5 ปีที่แล้ว +9

    Started playing with a few buddies of mine again and these are just what I needed to help everyone get eased in to the game quicker. Thank so much for this and cheers to more of what you do!

  • @michaelminugh5357
    @michaelminugh5357 5 ปีที่แล้ว +64

    I like stealing Savage Worlds "ganging up" for 5e Flanking:
    Every ally in melee with the same opponent adds +1 to your attack roll. Easy maths right? Nothing game-breaking, it's as easy as it gets to remember, and it makes sense that a foe surrounded is easier to hit.
    As for healing potions I like the static number, but I also like bonus action healing, so a simple combination is that a Standard action = static number but the bonus action you have to roll (as you may spill a bit).

    • @maxvsthegames
      @maxvsthegames 5 ปีที่แล้ว +3

      Two very good suggestions!
      The ganging up might be a bit too strong, but I'm definitely using that Healing Potion idea.

    • @xdevantx5870
      @xdevantx5870 5 ปีที่แล้ว +4

      For mass combat, a swarm of Kobolds get's really threatening when they're all using the help or aid another action.

    • @kyled.vaughan5435
      @kyled.vaughan5435 4 ปีที่แล้ว +1

      Savage worlds is so often brilliant, I love the gang up rule. I have no idea why I have never implemented it in D&D.

  • @Jabberwokee
    @Jabberwokee 5 ปีที่แล้ว +10

    4th edition did a lot of great things.
    That’s why I still play it.

  • @jonathanbabcock9177
    @jonathanbabcock9177 4 ปีที่แล้ว +7

    Love the minion rule. Makes players feel amazing blowing through 10-20 in single turns!

  • @odinforce29
    @odinforce29 5 ปีที่แล้ว +15

    I already use the +2 Flanking and the Minion rule, but that Bloodied rule is going on my games ASAP

    • @Sentinel851
      @Sentinel851 5 ปีที่แล้ว +1

      I do love the idea of a dragon getting the breath weapon back when it gets bloodied. in my head, a breath weapon is a somewhat uncomfortable process for the dragon, it's basically forced vomitting, so they won't use it unless they need to. once they've hit a bad point of hp, they realise they need to use it, as these adventurers are harder than the previous ones. depending on CR, I might even lock certain abilities behind bloodied, to really ramp up the fight as it gets more and more dangerous (ie, the dragon only uses multi attack, or doesn't use legendary actions until it's bloodied, or it has lair actions UNTIL it's bloodied, to change the dynamic of the fight)

  • @madhatter1137
    @madhatter1137 5 ปีที่แล้ว +1

    Here’s another alternative to critical hits that puts a little more creative control in the players’ hands: give them a choice of dealing the extra damage dice OR dealing regular damage and imposing a condition on the enemy at the DMs discretion. For instance, when you score a critical hit on that ogre you can hurt him real bad with the extra damage or the attack hit so hard it knocked it prone or broke its leg to halve it’s movement. You get the gist.

  • @cubandarknez
    @cubandarknez 5 ปีที่แล้ว +7

    Ive used the "bloodied" condition as a way to port the concept of boss "phases" to dnd. One of my players' favorite encounter was this elemental myrmidon who powered up when it got bloodied, and i described it as its form grew chaotic and lightning shot out of cracks in its armor.

    • @hikikomicklori9290
      @hikikomicklori9290 5 ปีที่แล้ว +2

      A former DM would boost some of the stats on boss monsters when they became bloody because that's when they get "serious" about the threat the players pose.

    • @Hypercat0
      @Hypercat0 2 ปีที่แล้ว

      So you were playing Bloodborne

    • @cubandarknez
      @cubandarknez 2 ปีที่แล้ว

      @@Hypercat0 never played that game, so no idea. Borrowed the mechanic from raid bosses

  • @davidwelch2985
    @davidwelch2985 4 ปีที่แล้ว +1

    I am new to your site, and I am excited to see more. I wanted to share the one house rule I have been using since the 1980's. There is a book called, Arms Law Claw Law. I believe it was used for a Middle Earth role playing game. In it is a percentile crit chart that is very descriptive, and can lead to additional roleplaying opportunities. When ever a 20 is rolled, a second d-20 is rolled. These carts are broken up into five columns, so when making the second role of 16, 17, 18, 19, or 20, gets you to a better crit. Then role the percentage dice, and get your results. This seem like a lot of rolling, but it only happens once or twice a game session, and the one minute of time turns into a very suspenseful and rememberable moment. We always dbl. the damage, and tripple the damage if a 20, 20 is rolled. The book is worth checking out. thanks.

  • @toml1652
    @toml1652 5 ปีที่แล้ว +87

    Taking 20 did the math on the flanking bonus, and actually recommends a +1 as this is still a bigger bonus than a +2 was in 3rd and 4th editions. This is due to profidency bonus being 2-6 instead of attack bonus being 1-20 for combat classes.

    • @rfjohnson69
      @rfjohnson69 5 ปีที่แล้ว +5

      I was going to mention this as well. The +1 is easy. And if you wanted to make it nasty to get surrounded you could pick up the setup in the video and do +1 per attacker that is flanking. (+2 per attacker is a HUGE bonus and scales poorly)
      Another option would be +1 for flanking and +2 if you were directly behind the directin the target is facing.

    • @oliverworley5162
      @oliverworley5162 5 ปีที่แล้ว +12

      I stick with the +2 because of a few reasons:
      I'm 3.5 ex player
      And in reality getting flanked can really sucks in HEMA and even the most skilled fighters really suffer if flanked
      I've also introduced a feat which allows you to ignore some penalties from flanking and a couple of extra bonuses

    • @nairocamilo
      @nairocamilo 5 ปีที่แล้ว +3

      @@oliverworley5162 That's a nice idea for a feat

    • @4saken404
      @4saken404 5 ปีที่แล้ว +3

      My reason to stick with +2 is that IMO +1 is not worth messing with. It doesn't matter as much that it's /mathematically/ more correct. Because a big part of it is going to be the perceived benefit in combat and that is going to affect players' actions. Furthermore it coincides with the same bonus as partial cover or a shield. And lastly I feel that a +1 is kind of nitpicky and splitting hairs and part of the whole design premise of 5e was to reduce the tedium of all kinds of little bonuses because they slow down combat.

    • @mal2ksc
      @mal2ksc 5 ปีที่แล้ว +1

      There is no more "facing" in 5e. That mechanic has been completely removed, possibly to simplify play in an online environment where setting the facing on every creature is a right pain in the nads.

  • @TXTB0NE
    @TXTB0NE 10 หลายเดือนก่อน

    I'm a brand new DM. Haven't played since 1e. Getting up to speed on 5e and dungeon mastering. Love 5e so far. Really like these house rule suggestions. Glad I discovered your channel. Thanks.

  • @chaosthegod
    @chaosthegod 3 ปีที่แล้ว +4

    One rule that I've been using when the combat involves 4 or more monsters of the same type or small groups of different monsters, is to roll one initiative for the whole monster group. Example: The heroes are fighting 4 goblins, 2 Twig Blights and 1 Bugbear. I roll one initiative for the Goblins and one for the Twig Blight group as a whole (And obviously one for the Bugbear). The only exception is if in the middle of the group of monsters I have some chieftain or important character, this one have his initiative rolled separately.

    • @chaosthegod
      @chaosthegod ปีที่แล้ว

      @@HiddenRealm I never said that all the heroes will necessarily go before the monsters and this can happen with rules as written. Having lots of the same monsters acting on different spots, not because of ready actions, but because of rolling makes really confusing for players and DMs to keep track. I speak by experience. Of course I'm not the owner of truth, I'm just sharing what have worked for me and the different groups I've DMed for the past 10 years. Also, this is just for weak large pack of monsters, not leutenants, bosses or special creatures.

  • @christopherknorr2895
    @christopherknorr2895 5 ปีที่แล้ว +1

    When moving diagonally on a grid, we use the 10-5 rule instead of the 5-10 rule (basically your first diagonal movement costs you 10 instead of 5.) It's small but it keeps diagonal movement from ALWAYS being the best move, which it otherwise is.
    We split non-reach melee weapons into short and long categories, with short only able to hit/threaten up-down-sides while long can reach diagonals.
    Drawing a weapon is your "interact with object" on your turn, whereas dropping something is always free. If you want to quick-switch from your longbow to your shortsword, you have to drop the longbow and draw the shortsword. Picking up an object off the ground while in melee with an opponent triggers an attack of opportunity.

  • @OrangeyChocolate
    @OrangeyChocolate 5 ปีที่แล้ว +5

    I prefer that rule to potions healing maximum health to drinking potions as a bonus action, but I do like the change to critical hits a lot. The minions rule sounds like it would be fantastic for creating an epic, cinematic clash with a warlords forces or something. I might end up using these rules in my own games, when I start DMing o9n the regular.

  • @ndowroccus4168
    @ndowroccus4168 3 ปีที่แล้ว

    I like giving a “Favor Token” that allows a few options during play. It can add +1or +2 to any roll (d2), reroll any one die, gain a burst of health (lvl) (to prevent death, drink a potion or escape), to attack first in any turn....they can gain these tokens by impressing the DM (usually with role playing or story advancement without nudging).

  • @SergioLeRoux
    @SergioLeRoux 5 ปีที่แล้ว +4

    My main hatred of flanking isn't the generous bonus (which I also dislike) but that every player and enemy ends up in some sort of Conga Line of Death, and makes every battle a race to see who gets all the good spots first.
    Also makes my current DM abuse the Acrobatics skills to no end to make sure that avoiding flanking in tight spaces is impossible (by jumping over allied spaces or whatever).
    I'd rather just have a +1 if you have at least one ally adjacent to the enemy, if that (and not caring about this "positioning").

    • @av7501
      @av7501 5 ปีที่แล้ว

      Sergio Le Roux you do you

    • @SergioLeRoux
      @SergioLeRoux 5 ปีที่แล้ว

      @@av7501 do you do

  • @xicor172
    @xicor172 หลายเดือนก่อน

    One of my favorite house rules for specifically Arcane Trickster is not requiring to cast the cantrip to use it with a bonus action. Basically you can use it as a bonus action if you want. No concentration needed.

  • @deathboltzify
    @deathboltzify 4 ปีที่แล้ว +1

    I came up with the house rule that you reroll initiative every round. Its makes the combat more fluid. It can make a simple encounter easier or it can make it hard. First round all PCs rolls 15+.. then after the last turn, reroll and all PCs end up going last. It can be fun or it can hurt.

  • @Voriclexx
    @Voriclexx 5 ปีที่แล้ว +5

    I use the critical hit rule! My players have really enjoyed it. They’ve wanted flanking back as a rule but I haven’t like granting them advantage, so I’ll try using this rule. I like the other rules as well

    • @rfjohnson69
      @rfjohnson69 5 ปีที่แล้ว

      try +1 first. See how it feels. +2 is a lot, especially at low levels.

    • @Voriclexx
      @Voriclexx 5 ปีที่แล้ว

      @@rfjohnson69 I remember seeing Taking20 having a video about that. I was thinking of using the +1

  • @johnsayles8032
    @johnsayles8032 5 ปีที่แล้ว +3

    I got 2 for pathfinder. To avoid attack of opportunity with movement, you roll acrobatics against the enemy's CMD instead of just 15
    The other is potions can be used as a move action

    • @TriMarkC
      @TriMarkC 5 ปีที่แล้ว

      John Sayles I use both of these in my own PF campaign, too.

  • @chris_mer
    @chris_mer 5 ปีที่แล้ว +27

    Thanks for this easy and great Fix for the Flanking Rule !

  • @RevolverBosselot
    @RevolverBosselot 5 ปีที่แล้ว +2

    House rule I use for crits: Roll damage as normal, no additional die for the crit, add all modifiers, and then double that. I feel that helps balance out paladin and rogue crits a little better because although the dice roll can be low, they still get their stat bonuses doubled, and it gets rid of the snake eyes roll for a whopping 5 damage.

  • @webby8005
    @webby8005 4 ปีที่แล้ว +10

    My House rule - when my players create a new character, to help further their creativity and allow my players to specialize their characters, they are allow to add a feat.

    • @askcosplaysenpai
      @askcosplaysenpai 4 ปีที่แล้ว +2

      I do the same, so long as it makes sense for the character build. Last game, one new player made a ranger, and she kept her longbow, but swapped out her two short swords for the sharpshooter feat. She's useless in melee, but deadly at range, even at low level.

    • @webby8005
      @webby8005 4 ปีที่แล้ว +2

      @@askcosplaysenpai Thats awesome! My party's ranger is very much the same. His character has a bond with a fighter who is a dualist so this makes up for the ranger's melee. They both work together which I feel helped them make their characters unique. All characters, I feel, should have some soft of disadvantage and rely on others to fill in the gaps of each other.

    • @MasterGhostf
      @MasterGhostf 4 ปีที่แล้ว

      @@askcosplaysenpai I dont like this at all tbh. It gives too much powercreep too early, and is unbalanced for enemies and HP.

    • @askcosplaysenpai
      @askcosplaysenpai 4 ปีที่แล้ว +1

      @@MasterGhostf If it feels unbalanced to you, you can add more frequent enemies, or use something at a higher CR. With a feat specific to their characters' personalities, my players feel powerful and unique without early-game grinding or starting at a higher level, and I never feel the need to pull punches. It also helps out when I'm running a game with a small amount of players. But hey, if it doesn't work at your table, it doesn't work at your table. That's the magic of house rules 👍🏼

    • @haywoodjablome4271
      @haywoodjablome4271 3 ปีที่แล้ว +1

      good rule, imop...last campaign i ran, i let the players get a free feat at creation...its a game of heroes, sooo, let em feel heroic...but this is from a guy thats been dmin since i got the red box around 1980, i have a good sense of encounter balancin and frequently rebalance mid combat

  • @seankopper1140
    @seankopper1140 2 ปีที่แล้ว +1

    Intelligence is usually the least useful stat, so I let players add their INT modifier to ability checks (in addition to the main ability) if they describe a particularly precise or clever way to perform the action. For example they make a perception check and describe exactly what they're looking for they get d20 + perception + INT; if they try to pickpocket someone and describe how they slip a dummy item in to replace the stolen one they get d20 + sleight of hand + INT.

  • @shorty1815
    @shorty1815 4 ปีที่แล้ว +3

    Regarding Flanking: with my Group, I tried a different rule: when attacking a flanked creature, you get +1 for each creature flanking that creature. This encourages clever positioning and is not as strong as a flat value or Adv.

  • @fl45hbrg
    @fl45hbrg 2 ปีที่แล้ว

    My DM has a rule for counterspelling a counterspell. He makes the person who cast the latter counterspell roll a percentile on an more dangerous wild magic table. It has been really fun and makes us measure if the counterspell is worth the consequence.

  • @sadstrangelittleman0
    @sadstrangelittleman0 4 ปีที่แล้ว +17

    As an idea for the flanking rule, how about when you fulfill the flanking conditions you can use the help action as a bonus action (or maybe a reaction) for the other creature you are co-flanking with?

    • @TitanBait
      @TitanBait 2 ปีที่แล้ว +1

      I like that!!

  • @XIIILegionis
    @XIIILegionis 4 ปีที่แล้ว

    The changes I make on my table are the following:
    Every dice rolled out of combat is maxed, because you got the time to concentrate on what you're doing. In the middle of combat, trying to do it without getting hit or lowering your guard, you roll the dice as normal. And on flanking, you double your proficiency on hit instead of advantage. It'll still easier to hit, but won't net crits as easy, since there's literally over a hundred creatures able to get advantage on hits

  • @Plotspider
    @Plotspider 4 ปีที่แล้ว +4

    The Minion rule is basically the Horde mechanic in Dungeon World, which is really cool to me.

  • @Torvik40
    @Torvik40 5 ปีที่แล้ว

    My current GM has a house rule that healing spells and potions are maximized outside of combat, but when you use them in the heat of battle you roll normally.
    (He also uses bloodied as a descriptive term and allows flanking for advantage per the DMG.)

  • @theweeklynerd252
    @theweeklynerd252 5 ปีที่แล้ว +4

    I have an interesting change for nat 1 and 20's where depending on the type of damage it gives different effect
    Bludeging blinds for 1d4 rounds
    Slashing does 2 (bleeding) damage for 1d4 rounds
    Magic damage gives 2 magic damage for 1d4 rounds
    Etc

  • @didjargo
    @didjargo ปีที่แล้ว +1

    My personal house rule - upon rolling a critical failure on a close range attack, the target gains an attack of opportunity against their attacker (just like if a combatant leaves an emeny's reach without disengaging).This applies to players and enemies alike. I find that it helps to keep players involved between their turns and adds an effect to critical failures, which compliments that of critical successes.

  • @garret1930
    @garret1930 5 ปีที่แล้ว +9

    I love the minion rule, it would work perfectly for some of my one shots.

  • @midashand
    @midashand 5 ปีที่แล้ว

    Another fun one is Shield Shattering! After a non-surprised PC is hit with a physical melee attack, but before damage dice are rolled, you can choose to sacrifice ("shatter") your equipped shield to negate the hit. It is a double edged sword. Useful for last ditch defenses and avoiding a critical hit, but lowers your AC so that future attacks hit you easier.
    To avoid a lot of cheese, I also instituted the following two related rules:
    - A character can carry a maximum of two shields on their person at any given time
    - Equipping a back-up/dropped shield takes an Action.

  • @charleslanphier1104
    @charleslanphier1104 5 ปีที่แล้ว +15

    Optional training for levelling (costs gold) but gives ADVantage on HP Die Rolls.... more detailed armor charts (same basic rules).... shields have HP... and simple Crit Hit and Fumble tables (roll 2d6). You could sling your weapon, fall prone, get an extra attack, damage your weapon, et al.

  • @g-da-da-da
    @g-da-da-da 5 วันที่ผ่านมา

    Great video! So much to unpack. The minion talk at the end was very useful. Keep up the great work.

  • @nobodyimportant4778
    @nobodyimportant4778 3 ปีที่แล้ว +1

    If you use hit-bonus flanking (you should)
    You should also change the help action to use the helper's ability score modifier as a bonus instead of advantage. Else the caster's familiar is going to feel superior to your flanking maneuvers every time. They can also stack with your flank. Even if you specify that you need to be able to attack in order to participate in a flank, pact of the chain, and the Dragon Breath spell exist.

  • @Medicae131
    @Medicae131 5 ปีที่แล้ว +11

    Okay so I use the alternate crit rule, but I only allow players to maximize the core weapon damage not any added damage. This is mostly so the fighters and barbarians in my group don't end up feeling really left out, it's still a great rule, and I love how much better it makes the Champion fighter because critting more often is such a better ability when crits do way more damage.

    • @paranoidkiwie
      @paranoidkiwie 5 ปีที่แล้ว

      I would do the same too, because it seems ridiculous for a Paladin to add 4th level spell slot smite to their crit and get an automatic +40 damage from the crit part of the smite.

    • @VileProject
      @VileProject 5 ปีที่แล้ว

      The paladin may crit harder, but the fighter should crit more often. The damage should average out to be pretty similar and probably leaning towards the fighter.

    • @Medicae131
      @Medicae131 5 ปีที่แล้ว

      @@VileProject Over time that's probably true, but it doesn't change the fact that my player feels like an idiot when the Pally can crit over 100 points of damage and he crits for like 20-25.

  • @tmedwards22
    @tmedwards22 4 ปีที่แล้ว +1

    Cleave Rule:
    For lower CR mobs excess damage from one creature is passed to the next if appropriate.
    i.e. Sword swing to other creatures within 5ft, or Fireball obliterating one and continuing on to another.
    Thought this one might be in here, but I guess it's a similar purpose to the Minion Rule.

  • @Saffy226
    @Saffy226 4 ปีที่แล้ว +10

    One of my first house rules is one I call the "Zelda rule".
    when a player character levels up their hit points automatically go to maximum.
    I feel like it is very helpful early on and especially in those quick moments between battles.

    • @vincentle112
      @vincentle112 4 ปีที่แล้ว +3

      I normally reward exp after battle so it doesn't ruin the immersion

  • @tomaszjackowski1981
    @tomaszjackowski1981 ปีที่แล้ว

    Actually in our table we figure out Better Criticals the same way as you. It was nice to see that some people think a like.

  • @benjaminfrost2780
    @benjaminfrost2780 5 ปีที่แล้ว +15

    Problem with the max crit is it can cause NPC "bosses" to one shot a player. Tried it in a campaign and the players went from loving the rule to hating it after 1 boss like fight when the boss crit while wielding a greatsword ( 2d6 ) weapon and they were level 4. Dropped the player to zero in one hit in an already nasty lair like fight ( nasty for low level that is ). So we don't use that rule anymore.
    I like max healing for healing potions actually. that makes sense. Definitely "easier" than my upping the dice values of healing potions. Though I increased the amount of healing for healing spells as well. ( still knock my players down, just focused healing can heal someone up instead of just picking them up )
    Far as potions as a bonus action. Even with doing max dice value healing potions do not heal enough in most cases past the early levels to be worth spending your action on considering the in take of damage.
    I use the same flanking rule and agree.
    I used bloodied condition before knowing it was a house rule. I have added NPC abilities based off it. Didn't think about spells, feats, and abilities that players could use but I like that idea a lot.
    Love minions.

    • @jeffbaker317
      @jeffbaker317 5 ปีที่แล้ว +1

      Benjamin Frost I use the critical damage mod and in one fight my Mammoth was able to kill one player (immediately revivified by cleric) and nearly another on a pair of 20s. Love it when I get to deal the big damage on occasion.

    • @jon9828
      @jon9828 5 ปีที่แล้ว +2

      Oneshotting is rarely fun for players in my experience. Often it feels unfair. Hence why the DM should be careful with assassin/rogue type monsters. Stealthy monsters have an innate advantage from being controlled by the DM and tend to deal high burst damage. Because the DM can set up an advantageous situation very easily without the players realising they're a different beast in the hands of a DM.
      Caster monsters may be a little tricky to track as a DM but BOY can they wreak havoc. Ran an encounter for my party, lvl 9, recently that really had otherwise quite unshakeable party running low on hp. Greater invisibility and fireball spam turned out to be quite powerful :). Players won out in the end. Party caster had invisibility countermeasures and counterspells.
      Note that the powerlevel of this campaign is off the rails which means I as DM am a little more free to hit my players with the big guns. Though I'm always being aware of one-shot potential from my monsters and try pretty hard to avoid it (unless it's an NPC the players REALLY shouldn't be tangling with and said NPC is forced to demonstrate this. But that, fortunately, tends to be very rare).

    • @shadowscall7758
      @shadowscall7758 5 ปีที่แล้ว +1

      That is an example of a time when you as the DM should cultivate the experience and realize that sometimes there are times when following the dice would ruin the experience, so you just ignore the natural 20 and say it was a normal hit. Of course, that is very dependent on your players and yourself, but if your players are going to get mad because of a rule that isn't a big deal, then go ahead and change the result on the die. That is why I roll behind a screen, there are times when you change the result to give the players a better story.

    • @Xeronoia
      @Xeronoia 5 ปีที่แล้ว +2

      The thing about the oneshotting from a boss is, either it was always capable of doing that if it rolled well on damage or you didn't take the critical hit rule into account when running that encounter and selecting/designing that enemy for it. The rule wasn't at fault, you were for throwing an enemy capable of oneshotting at a group that didn't appreciate potentially being oneshot. All you really even had to do was look at the hp values for the party members, and then look at the potential damage output of the monster, and then go "oh well shit this thing could oneshot them. MAYBE I should change that, then?"
      A lot of the time people blame just bad luck, or homebrew not working out, but situations like this are just poor design and poorly thought out on the DM side of things and easily remedied. That said, if you do like oneshotting being a risk (I don't mind it in some contexts as long as it doesn't completely prevent characters from doing anything about it) then specifically having it be possible is also fine.

    • @benjaminfrost2780
      @benjaminfrost2780 5 ปีที่แล้ว +1

      @@Xeronoia You are quite quick to judge without being fully accurate. Its not "easily remedied" without making the attacks of NPCs do mostly flat damage without rolls or being a pure saving throw spell caster.
      You see the problem with trying to balance an enemy based on its potential critical hit damage when you max all the critical hit damage dice, is that if you lower the regular attack damage dice low enough to where that isn't a problem you will make the damage ( in this case the first real boss like fight ) negligible if the npc does not crit. Which doesn't make a fun fight either.
      Alternate option? Oh sure make the hits not hit as hard but have multi-attack. But...then yo could potentially kill someone in one turn instead of just knocking them unconscious.
      So yet again you come to...making the damage less and ergo negligible.
      Also you have no frame of reference for my campaign setting. Its intended and designed and the party knows this, to be challenging and when it needs to be deadly.
      So TLDR:
      There is no right or wrong to a lot of homebrew alternate rule usage. Different things work for different campaigns and different tables of people.
      Me stating a problem that it has in favoring Rogues and Paladins too much and can lead to quick dropping of players by NPCs is not an inaccurate criticism of the rule. It is in fact true. Does that mean the rule is bad? No. It however was bad for my table, campaign, and players. I did think it out, the problems stated above were come to and the players wanted to try the rule out so we did for awhile, and they are the same ones that decided to revert back to normal critical hit rules. So please be less judgmental and demeaning in the future, thanks.

  • @ParadoxNerdHLM
    @ParadoxNerdHLM 5 ปีที่แล้ว +2

    One DMG optional rule I really like is the "Injury Table". Combat in 5e becomes very much like a game of whack-a-mole. Player goes down, healer spends a min-level spell to get them up, they're back at full effectiveness instantly. Practically speaking, it doesn't come up that often but when it does it'll totally change the way the party play.
    Also, with the "Minion" rules I would consider a system similar to Warhammer 40Ks "wounds". That way, there's still a small chance that a minion gets hit by something like a fireball and survives. They'd have to have no bonuses to saves, otherewise it'd come up too often but I reckon it'd make for a pretty epic moment and knowing DnD parties, they'd probably try and adopt a minion that survived as a child/friend/ally/pet/cannon fodder

    • @SpectreWulf
      @SpectreWulf 5 ปีที่แล้ว

      instead of injury table what I home-ruled is: whenever you go down to 0 HP you take +1 level of exhaustion. Go down many times in a day and you are dead. This changes their tactic to proactively heal more and prevents all those cheap edge healing.