5th Edition House Rules

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dire...@accelerandomusic.com

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Jan 23, 2017, 8:32:37 PM1/23/17
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William,

I'd like it if you could list your specific house rules and any Dungeon Master Guide or Player Handbook optional rules that you are using. The list is getting a bit extensive to keep up with.

I also have a question about the situation that occurred during the recent orc encounter.
PHB states that darkness causes a heavily obscured area that blocks vision and essentially causes the blinded condition. The blinded condition states that ability checks that require sight automatically fail and that attack rolls against a creature that can't see it have advantage and that attacks against a creature that you can't see has disadvantage (given that the correct target square is determined by the DM). I would interpret this to mean that you wildly pick a target area and hope; or you make a perception check to pinpoint the target by sound or other means.

The rules do not state that vision or being obscured allows for cover (on top of the already minus that is given by rolling at a disadvantage).

In addition...a lightly obsured area (dim light, thin fog, moderate foliage) only causes disadvantage on sight perception checks. Cover is something that increases AC only because of actual blockage from an item or terrain that the creature is behind (small tree, furniture, person...etc.) or 3/4 cover (large tree, arrow slit, tall wall, etc.).


Thanks, Scott


William Schaecher

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Jan 25, 2017, 5:08:12 PM1/25/17
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shooting while blinded / in total concealment the shooter picks a spot and fires the DM says if the spot was correct unless it is a area affect shot.

Cover or concealment??   Cover is when you have an abject or surface between 2 opposing forces a wall, shield, bush, innocent by stander. Concealment is when a person is hidden from direct viewing, spell, fog, mist, bush.   A person concealed in total darkness can still be targeted and shot at, a person hidden behind total cover can not, unless it is non-direct attack, a.k.a. area attack.

Using the battle from Sunday a group of 5 orcs hidden in total darkness and among tree surrounding your campsite. The darkness gives them concealment when outside of your camp light, the trees gave them cover until they or you moved close enough to remove cover.


Here is the list I use for my Wednesday Night Adventure League group of course I do not use all them for Sunday we are less formal in play.




5E table rules


  1. If the dice hit the floor it is automatically the worse possible roll.

  2. If you have a free hand and move less than half your speed you can make a off hand attack. (bonus action)

TWO-WEAPON FIGHTING  pg.195

When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus

attack, unless that modifier is negative.

If either weapon has the thrown property, you can throw the weapon, instead of making a melee

attack with it.

  1. If you bring your own 3d mini and it looks like your character you receive a free inspiration point for the session.

  2. A new Character with a good back story receives an inspiring point.

  3. A person with a Healer's kits can spend a use to make a medicine roll. On a 10 or higher you stabilize on a 15 or higher they patient can spend a hit dice. In combat you roll the HD out of combat take the max. If the doc has healer’s lore add the wis+d6.

  4. Uses of IP  buy advantage before you roll, re-roll a D20 before you call out your number, save your ass from an attack before DM calls damage.

  5. Death Save pg. 197   natural 1 = 2 failures natural, over 10 success,  20 = gain 1 hp and stabilize. 3 failures = death; 3 success = stabilized



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William Schaecher

dire...@accelerandomusic.com

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Jan 25, 2017, 8:05:11 PM1/25/17
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Thanks...my bad...I did forget there were trees out there in the dark.
You forgot the "swap places" move rule if you could explain that one again.


shooting while blinded / in total concealment the shooter picks a spot and fires the DM says if the spot was correct unless it is a area affect shot.

Cover or concealment??   Cover is when you have an abject or surface between 2 opposing forces a wall, shield, bush, innocent by stander. Concealment is when a person is hidden from direct viewing, spell, fog, mist, bush.   A person concealed in total darkness can still be targeted and shot at, a person hidden behind total cover can not, unless it is non-direct attack, a.k.a. area attack.

Using the battle from Sunday a group of 5 orcs hidden in total darkness and among tree surrounding your campsite. The darkness gives them concealment when outside of your camp light, the trees gave them cover until they or you moved close enough to remove cover.


Here is the list I use for my Wednesday Night Adventure League group of course I do not use all them for Sunday we are less formal in play.




5E table rules

  1. If the dice hit the floor it is automatically the worse possible roll.
  2. If you have a free hand and move less than half your speed you can make a off hand attack. (bonus action)
TWO-WEAPON FIGHTING  pg.195
When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus
attack, unless that modifier is negative.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee
attack with it.
  1. If you bring your own 3d mini and it looks like your character you receive a free inspiration point for the session.
  2. A new Character with a good back story receives an inspiring point.
  3. A person with a Healer's kits can spend a use to make a medicine roll. On a 10 or higher you stabilize on a 15 or higher they patient can spend a hit dice. In combat you roll the HD out of combat take the max. If the doc has healer’s lore add the wis+d6.
  4. Uses of IP  buy advantage before you roll, re-roll a D20 before you call out your number, save your ass from an attack before DM calls damage.
  5. Death Save pg. 197   natural 1 = 2 failures natural, over 10 success,  20 = gain 1 hp and stabilize. 3 failures = death; 3 success = stabilized

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