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Ten House Rules for More Dynamic 5E Combat
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<blockquote data-quote="LordEntrails" data-source="post: 8939737" data-attributes="member: 6804070"><p>Nothing wrong with this. If my party had trouble getting advantage frequently, I would look at this more. Next campaign I will be looking at applying more ad-hoc disadvantage. </p><p></p><p>Personally I don't like this one. It minimizes the characters who do have the feat. Last night the whole party spent resources and turns setting up the NPCs just so the assassin rogue could sneak up behind them and assassinate them.</p><p></p><p>Always depnds on the group. Depends on how tactical they want to be and if gaining advantage is an issue. IMO, advantage should be something like 30% common, whatever that means.</p><p></p><p>This was such a hassle in 3.5 I'm very leary about reinstating it. I like fast and smooth combat in 5E. Gives more time for story and socializing than worrying about mechanics.</p><p></p><p>Instead we allow multiple inspiration slots per character. And at the end of each session (2 hours) the players vote to give one character inspiration. So inspiration on average gets used once every 2 hours. </p><p></p><p>Not a fan. Too fiddle and slows down combat. BUT, what we do is reroll init every round. I think it achieves some of the same goals, without slowing us down.</p><p></p><p>Absolutely. IMO this should not be an optional rule for anyone with competent geometry skills.</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 8939737, member: 6804070"] Nothing wrong with this. If my party had trouble getting advantage frequently, I would look at this more. Next campaign I will be looking at applying more ad-hoc disadvantage. Personally I don't like this one. It minimizes the characters who do have the feat. Last night the whole party spent resources and turns setting up the NPCs just so the assassin rogue could sneak up behind them and assassinate them. Always depnds on the group. Depends on how tactical they want to be and if gaining advantage is an issue. IMO, advantage should be something like 30% common, whatever that means. This was such a hassle in 3.5 I'm very leary about reinstating it. I like fast and smooth combat in 5E. Gives more time for story and socializing than worrying about mechanics. Instead we allow multiple inspiration slots per character. And at the end of each session (2 hours) the players vote to give one character inspiration. So inspiration on average gets used once every 2 hours. Not a fan. Too fiddle and slows down combat. BUT, what we do is reroll init every round. I think it achieves some of the same goals, without slowing us down. Absolutely. IMO this should not be an optional rule for anyone with competent geometry skills. [/QUOTE]
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Ten House Rules for More Dynamic 5E Combat
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