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Switch to Forum Live View Miscellaneous fixes and house rules
4 months ago  ::  Jan 30, 2013 - 4:19PM #1
Veggie-sama
Date Joined: Jun 17, 2011
Posts: 367
All of us have our own issues with the packet, some minor and some major. Is there anything you have done to "fix" your game, or anything you'd like to see done in the nextpacket (perhaps as an optional module)?

Here are a number of one-liner changes I would change from the current packet. By no means do I think they are the best or final rules, but just some rules to get by until the next packet:

Human Ability Score Adjustment: All ability scores increase by 1. [One score with a +2 increase was just too much and overshadowed the other races].

Flanking: Standing on opposite faces or corners of enemy space grants +1 attack bonus to attacker. [Granting advantage would be way too much, but +2 is also too much because it's much easier to flank in this edition. +1 seemed a nice, small compromise.]

Stand Up (from prone): Halves your movement speed, round down. [Used to cost only 5 movement speed to stand. Considering so many monsters and abilities triggered the prone condition, it should be a little more significant a penalty.]

Cure Minor Wounds (cantrip) No longer a "word of power." [Words of power can be cast while attacking, and this cantrip could be spammed every round to raise the unconscious. Making it consume an entire action limits its use to out-of-combat and emergencies.]

No free hand necessary to cast spells. [Clerics should be able to sword & board. Requiring a free hand is a superfluous rule anyway, because drawing/sheathing are relegated to non-actions.]

Convert martial damage dice to weapon damage dice. [Shameless plug, I know.]

What are some small, modular changes you're implementing or want to implement in the future?
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4 months ago  ::  Jan 30, 2013 - 4:58PM #2
1stLevelSean
Date Joined: Aug 24, 2012
Posts: 220
I agree with most of these. My players haven't spammed Cure Minor, but I worry when things get tough they will.

They flank a lot. Given how hard it can be for them to get into position, and the increased risk, I don't mind giving them a bonus, though advantage is a bit much. Giving them a +2 or even +3 would be less on average than advantage and without the increased chances of critical hit and reduced chances of critical failure.
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4 months ago  ::  Jan 30, 2013 - 9:37PM #3
Lord_Kyrion
Date Joined: Nov 21, 2012
Posts: 716

Jan 30, 2013 -- 4:19PM, Veggie-sama wrote:

..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />No free hand necessary to cast spells. [Clerics should be able to sword & board. Requiring a free hand is a superfluous rule anyway, because drawing/sheathing are relegated to non-actions.]




They could just bring back the distinctions between Divine and Arcane, so Clerics wouldn't have somatic components but Wizards still do.

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