| hiiamtom |
| 1 person marked this as a favorite. |
I have been kicking combat houserules and stuff around for a long time, but I’ve put my notes all together into an OGL complaint replacement chapter for Chapter 9 in the Player’s Handbook.
A brief overview of the changes:
- Expanded options for player actions, taking the existing elements of a round and making a larger standardized move-set to fit common situations my games have encountered and that I have heard of.
- Modified weapon reach rules, giving three bands of reach with weapons and placing more distinction between weapons by making reach a larger part of combat.
- Additional effects on hit. Instead of weighing a Shove against raw damage, you now try and win advantages in combat to apply an extra effect on a hit to make combat more tactical and dynamic. Combine with expanded options for players, you can also attempt to win defensive effects with new reactions.
- A streamlined injury tracking system combined with not falling unconscious at 0 hit points to give more dramatic possibilities at low hit points. It also prevents akwardness around being knocked unconscious 4-5 times in an encounter.
- Somebasic advice for running a combat with zone style maps instead of the default maples and tactical map options.
Feedback appreciated.