Some 5e inspired combat quick fixes


Homebrew and House Rules


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Hi All, I am starting a new campaign this weekend with a character who wants to play a mobile TWF barbarian. I want to make TWF and all combat a bit less full attack dependent so that combat is a bit more mobile. So I am proposing the following.

1. All characters can move before and after an attack (or spell or any other std action) up to their total movement.

2. At BAB +11 characters can make their first two attacks as a standard action.

3. Improved TWF gives the ability to make an offhand attack as part of a standard action. So a character using TWF with BAB +11 could make up to three attacks as a standard action two with the main hand one with the off hand.

4. Haste can give a bonus attack as part of a standard action attack but the bonus attack suffers a -5 penalty

I'd probably do a flurry of blows fix but I don't have a monk in this game so I am not going to. Any thoughts on this?


Pretty big buff to warriors. How do casters and fighters usually compare in your games? If casters dominate, this might be a fix for that.

3/4 BAB classes are likely to feel a bit left out, but they can still use the extra attack from TWF. Expect a TWF rogue.

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You should consider the fact that 5e is a game that does not focus on tactical movement. It's not even meant to be a miniatures combat game. That's why you can attack multiple times while moving in 5th Edition. So if you're looking for ways to enhance tactical movement in your game, then 5th Edition is a really bad source of inspiration.

I've been in several discussions about the notion of allowing full-attack as a standard action. It has some pretty huge consequences. it might seem like a great way to make combat more dynamic, but in practice, it can have the opposite effect as it reduces the depth of tactical movement in the game.

Instead of implementing those 4 ideas, I recommend simply allowing characters to move up to half speed while full-attacking. This way, charging is still useful and full-attacking still has a mobility trade-off.


Cyrad, that does sound better. I think I'll do that. Thanks!


I'd take a look at the Unchained rules for 3 action combat if I were you. I'm using them in my games, but still with the limit of attacks from BAB. It's been very nice for TWF and iterative attacks at lower levels, but still requires you to stand still to take more than 2 attacks (4 with TWF or flurry)


Shameless plug.

I've been developing this system for my games since Unchained came out and we've found it works almost flawlessly in creating more interesting games, while also adding to the versatility of martial characters and lessening the versatility of spellcasters without taking away their class features.

I personally am a big fan of dueling counters, and I've found counterspells being more prevalent in my game to put a lot of pressure on the spellcaster players and makes the martial characters roles much more important, especially at higher levels. I used the rules on dueling counters and incorporated them into my own system.

It's online for free for a reason, feel free to use it or ask any questions, this system is described as "everything that's good about 5e, and nothing that's bad about it."


Bardarok wrote:

Hi All, I am starting a new campaign this weekend with a character who wants to play a mobile TWF barbarian. I want to make TWF and all combat a bit less full attack dependent so that combat is a bit more mobile. So I am proposing the following.

1. All characters can move before and after an attack (or spell or any other std action) up to their total movement.

2. At BAB +11 characters can make their first two attacks as a standard action.

3. Improved TWF gives the ability to make an offhand attack as part of a standard action. So a character using TWF with BAB +11 could make up to three attacks as a standard action two with the main hand one with the off hand.

4. Haste can give a bonus attack as part of a standard action attack but the bonus attack suffers a -5 penalty

I'd probably do a flurry of blows fix but I don't have a monk in this game so I am not going to. Any thoughts on this?

Unchained action economy literally gives you everything you want.

You should read it fully, (it's in the PRD, I think), but in short: you have 3 actions per turn. Normal basic actions, like attack, cost 1. Move cost 1 (yes, 3 moves per turn, but everyone can do it, so it balances out). Spellcasting cost 2 actions, so still reduced to move + cast. The 5' step is an action too, and swift actions cost 1 action as well (althouh I housruled them to use your reaction, like your AOO). Some weird interactions with feats that were not meant to be used 3x round, such as Vital strike, which suddenly becomes way much better. depending if you like it or not, you could allow it, ban it, or house rule it on the spot, such as "vital strike only works in your first action" or whatever other thing you find appropiate for your game, based on your PC and other elements

If you have TWF, you can do 2 attacks in your first action. The second action spent in attacks, is at -5, the third one is at -10. You can "full attack" with 3 attacks at lvl 1 if you don't move, but with -10, and BAB 1 at best, those really don't matter (most players use that action to do something else, like trying to Intimidate, or grab a potion to drink next turn, etc, which I think it's cool too)

There are some minor quirks with the system, and you'll have to house rule some things (for example, there's a domain that expend a swift, to gain +10' of movement. If it costs you a full move, there's no point, so maybe housrule that to a free action usable only once per round or whatever). Overall, it's a much more mobile system, and also enable options beyond "I full attack", including using more actions to draw potions, change weapons, use alchemy, etc.

Look at it


gustavo iglesias wrote:
Bardarok wrote:

Hi All, I am starting a new campaign this weekend with a character who wants to play a mobile TWF barbarian. I want to make TWF and all combat a bit less full attack dependent so that combat is a bit more mobile. So I am proposing the following.

1. All characters can move before and after an attack (or spell or any other std action) up to their total movement.

2. At BAB +11 characters can make their first two attacks as a standard action.

3. Improved TWF gives the ability to make an offhand attack as part of a standard action. So a character using TWF with BAB +11 could make up to three attacks as a standard action two with the main hand one with the off hand.

4. Haste can give a bonus attack as part of a standard action attack but the bonus attack suffers a -5 penalty

I'd probably do a flurry of blows fix but I don't have a monk in this game so I am not going to. Any thoughts on this?

Unchained action economy literally gives you everything you want.

You should read it fully, (it's in the PRD, I think), but in short: you have 3 actions per turn. Normal basic actions, like attack, cost 1. Move cost 1 (yes, 3 moves per turn, but everyone can do it, so it balances out). Spellcasting cost 2 actions, so still reduced to move + cast. The 5' step is an action too, and swift actions cost 1 action as well (althouh I housruled them to use your reaction, like your AOO). Some weird interactions with feats that were not meant to be used 3x round, such as Vital strike, which suddenly becomes way much better. depending if you like it or not, you could allow it, ban it, or house rule it on the spot, such as "vital strike only works in your first action" or whatever other thing you find appropiate for your game, based on your PC and other elements

If you have TWF, you can do 2 attacks in your first action. The second action spent in attacks, is at -5, the third one is at -10. You can "full attack" with 3 attacks at lvl 1 if you don't move, but with -10, and BAB 1 at...

Yah I looked at that but wanted a more simple fix so basically I allowed the one act of movement and two acts attacking set of three acts to be a valid option in and of itself.

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