I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.
- William Blake
Thursday, December 30, 2021
I WANT it to attack me! Defenders, marking, and cover (5e quick fix)
Tuesday, September 14, 2021
5e quick fix: classes
If you want to take a look or comment on it, I'll often be talking about it here in the blog, but I've also started a thread in the GitP forum. Feel free to participate!
5e is a decent enough game. Probably my second-favorite version of D&D. I get the feeling that the "fixes" it needs are minimal. So, instead of writing a minimalist version of 5e, maybe I should just use 5e with house rules? Or, as I call them, "quick fixes"? We'll see. I'm currently playing Shadow of the Demon Lord and I like it. But D&D still has something enticing for me.
Anyway, here are some small fixes, for example, that I'd add to existing classes.
Saturday, September 04, 2021
Better Intelligence/Charisma (5e quick fix)
Monday, July 19, 2021
My champion (5e)
The idea is not doing a complete overhaul; just the minimum changes necessary to make it closer to the Battlemaster in damage output (and give it some out of combat utility), without adding much complexity, so the the Champion remains the "simple fighter".
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. In addition, whenever you score a critical hit with a weapon attack, you add your proficiency bonus to your damage.
Skilled Athlete
At 3rd level, you can choose Acrobatics or Athletics as a new skill. If you're already proficient in the skill you choose, your proficiency bonus is doubled for any ability check you make using this skill.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus, and also to the damage you deal with an weapon attack.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
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Monday, May 31, 2021
Fortitude/Reflex/Will in D&D 5e: another quick fix
Sunday, May 31, 2020
Attuning to nonmagical items (D&D 5e quick fix)
Instead, start with an item that seems ordinary, but has some history behind it. Maybe it came from your ancestors, or as a gift from someone you admire, or maybe you forged a sword yourself for some worthy goal. It might be an ordinary shield you just REALLY like and that's it. Or your favorite set of thieves' tools. Any item, really.
I'd would probably allow for only ONE nonmagical item per PC to be attuned at a time. Of course, there should be an in-character explanation.
The usual rules for Attunement apply.
AttunementHere is the twist: every time your gain an odd level, roll 1d6 for every nonmagical item you're attuned to, and 1d10 for each magic item. If you roll a 1, the item becomes better somehow.
Somemagicitems require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class’s spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.
Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.
Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.
An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one ring of protection at a time.
A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.
Maybe start with a +1 bonus, then +2, etc. Add extra damage against dragons if you're on a quest to slay dragons. Give the player some choice. Require special materials or new quests if you want to. You might prefer rolling every level, or every four levels, etc., as you wish.
Your call.
You can still combine this with the usual "find progressively better magic items as you adventure" - even found items can improve with time, if you attune to them.
Could the PC give their items away? Well, it would be missing the point, and also sub-optimal, but why not let them? Especially if a PC dies and a new PC want to continue the dead man's quest, etc. Sounds like a good idea.
If you want to limit that, make the item lose some of its power when changing hands. Only high-level heroes leave legendary items worthy of notice.
I see a lot of advantages to that rule, but one thing that comes to mind is that I know one character (Rogue) that played trough a whole (published) module but found no magic weapons with finesse, only plenty of monsters that are outright immune to nonmagical attacks. The entire group is level 10 and everyone else has magic items (or just spells) since level 5.
There is also this player tendency to pay attention to things that have no special importance or powers. "So, this is the shield of the last guy that fought the tyrant? I'll take it!". Why not let players CHOOSE what is important and POTENTIALLY give it a benefit?
[Giving it a benefit AUTOMATICALLY might be a bad idea, but I'll not go into this here.]
In short, this gives players meaningful choices. I like it.
Anyway, let me know what you think in the comments.
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Friday, March 06, 2020
Quick, RANDOM, and BALANCED abilities for 5e D&D
d20
|
Ability scores
|
1
|
15, 8
|
2
|
8, 15
|
3
|
14, 9
|
4
|
9, 14
|
5
|
13, 12
|
6
|
12, 13
|
7
|
15, 8
|
8
|
8, 15
|
9
|
12, 12*
|
10
|
12, 12*
|
11
|
11, 13*
|
12
|
13, 11*
|
13
|
9, 14*
|
14
|
14, 9*
|
15
|
8, 14**
|
16
|
14, 8**
|
17
|
13, 10**
|
18
|
10, 13**
|
19
|
12, 11**
|
20
|
11, 12**
|
Monday, February 24, 2020
Darkness in in 5e D&D - torches, stealth and encounter distance (quick fix)
I wrote a couple of posts about them already: here and here.
But these are long. Here is the TL;DR version:
- Torches are conspicuous (like lanterns, candles, etc.). They can be seem from a mile away in the dark. Even in dim light, they'll probably be quickly noticed unless there are brighter lights around, Which means, basically, that you cannot sneak around while carrying your own sources of light, and you can NEVER surprise someone in these circumstances - unless you opposition is asleep, blind (blindsight), etc.
- Large groups are noisy. When making stealth checks, do not make it a "group ability check". Each PC rolls separately. If the thief succeeds and the paladin fails, the opposition only sees the paladin at first. Which might be a good opportunity for the thief.
- If no one is sneaking or carrying torches, encounter distance is defined by darkvision (usually 60 feet). If both parties have darkvision 60 feet, the encounter begins at a distance of 60 feet. If you randomly encounter a monster with better darkvision than you, it sees you first. It decides whether to approach or not... or to attack from a distance. With a good perception check, you might hear a noise, take cover, etc.
- Special circumstances may change this - if there is a door or other obstacle, for example, both parties could hear one another though the door.
- Inside narrow dungeons, encounters happen in corners. If one side is carrying a torch, you might still see the light before turning the corner, but it would make things less obvious.
- Unless you avoid this on purpose, if someone in your group has a torch, the whole group will be spotted easily in the dark.
- Intelligent monsters that have darkvision may use torches anyway, unless they are expecting an attack by enemies that do not have darkvision. This is a bit more complicated. Darkvision does not ignore the darkness, it makes it milder (like "dim light" - which causes disadvantage in perception checks). In addition, you cannot see colors in darkness, only shades of gray.
It seems creatures with darkvision would prefer live in dim light if possible - they keep their edge against diurnal creatures and can see well enough. However, most sources of light in the game create bright light in a small radius and dim light in a bigger radius - potentially forcing goblins, for example, to live partially in bright light.
However...
- Monsters with keen senses may have different rules. If you use the rules as strictly written, a goblin should fight a wolf in the dark if given a choice. However, wolves have keen hearing and smell, and goblins have bows. A goblin village threatened by wolves might prefer to surround itself with torches if the night is dark, to see the wolves approaching (without disadvantage) and take them down from a distance.
If the goblin village is threatened by giant bats (with blindsight), they would DEFINITELY use torches.
However, a goblin village surrounded by aggressive HUMANS would never use torches, for similar reasons - humans rely on sight MORE than goblins, and would have a hard time approaching without being noticed.
Most of this is common sense, but easy to forget when you're playing the game and looking for actual rules.
In addition, all this stuff might hinder your fun, specially if the entire group suffers because one single PC doesn't have darkvision. If that is the case, decide what is best for you. Many groups hand-wave the whole notion of light and darkness... but using it right can lead to awesome situations.
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Saturday, February 02, 2019
Weapons/armor limitation (minimalist D&D)
Saturday, October 06, 2018
Super-fast 5e monsters
CR | Prof | x0.5 | x1.5 | x2 |
1 | 2 | 1 | 2 | 3 |
2 | 2 | 1 | 3 | 4 |
3 | 2 | 1 | 3 | 4 |
4 | 2 | 1 | 3 | 5 |
5 | 3 | 1 | 4 | 5 |
6 | 3 | 1 | 4 | 6 |
7 | 3 | 2 | 5 | 6 |
8 | 3 | 2 | 5 | 7 |
9 | 4 | 2 | 5 | 7 |
10 | 4 | 2 | 6 | 8 |
11 | 4 | 2 | 6 | 8 |
12 | 4 | 2 | 6 | 9 |
13 | 5 | 2 | 7 | 9 |
14 | 5 | 2 | 7 | 10 |
15 | 5 | 3 | 8 | 10 |
16 | 5 | 3 | 8 | 11 |
17 | 6 | 3 | 8 | 11 |
18 | 6 | 3 | 9 | 12 |
19 | 6 | 3 | 9 | 12 |
20 | 6 | 3 | 9 | 13 |
21 | 7 | 3 | 10 | 13 |
22 | 7 | 3 | 10 | 14 |
23 | 7 | 4 | 11 | 14 |
24 | 7 | 4 | 11 | 15 |
25 | 8 | 4 | 11 | 15 |
26 | 8 | 4 | 12 | 16 |
27 | 8 | 4 | 12 | 16 |
28 | 8 | 4 | 12 | 17 |
29 | 9 | 4 | 13 | 17 |
30 | 9 | 4 | 13 | 18 |
Friday, September 21, 2018
Knave, old school hacks, and minimalist D&D (not a review)
Anyway, he posted the whole thing (only 6 pages or so) on youtube. A review would be a bit useless: the book is awesome and incredibly clever; go check it out.
But it got me thinking on how I would do a minimalist, equipment-based version of D&D.
Abilities
3d6 in order. Modifiers are new-school style (+1 for 12/13, +2 for 14/15, etc.), but, to make things simpler, no negative modifiers.
Since abilities are so central, everything would be roll-under (roll 1d20 under you ability score to succeed), like Moldvay suggests. This would include saves, attacks and spells.
An ability of 3 would be very hindering regardless of the +0 modifier.
Natural 1 is a critical hit. Probably double damage. No need for "fumbles".
Here is how I'd use abilities to keep things nice and symmetric:
Encumbrance and armor
Encumbrance is central in such an equipment-focused game, and I obviously like the idea of encumbrance slots.
I'd be tempted to go one step further in the direction of videogames and give body, legs, chest, arms and head "slots" for armor, each with a +1 AC bonus. So a naked warrior with helmet and shield would get +2. A well-armored fighter would have greaves, bracers, body armor (chain?), breastplate and helmet, for a total of +5 or maybe +6. Shield would also count as secondary weapon.
However... just listing different types of armors with different weights, each giving a +1 point of AC per "slots" would be simpler.
Dexterity would give you an armor bonus... provided you have enough EMPTY slots as suggested in the link above.
Attacks are opposed rolls: if the attacker hits, the defender gets to roll "dodge", which will only be successful if lower than AC but higher than the attacker's roll.
Or just get rid of armor AC and do damage reduction instead. Seems fitting.
Weapons and abilities
Since the game is about abilities and inventory, I would make them interact a bit more: maybe limit weapon damage to you Strength score, so carrying a 1d8 blade would be less useful if you have Strength 5, add "finesse" weapons that use Dexterity instead of Strength, and so on.
Magic
Roll under Intelligence to cast a spell. Any spell.
One interesting thing about knave is that, to use spells, you need to carry spell-books. So "spell slots" are actually... encumbrance slots! Nice! However, you can only use each book once a day. Your grimoires get "bricked" after one use. Not ideal, IMO. How about magic points, to mirror hit points? Each use costs one magic point per spell level. Fail and lose twice that much. Less than 0 means terrifying death, or worse. Or maybe let the spell turn against the caster in that case - better have high Charisma then!
Magic points need SOME use for non-magicians. So maybe they are some kind of "luck points" or "willpower", and can be used for re-rolls, etc.
Charisma protects you from magic. Seems fitting with roguish heroes. "Physical" magic might allow you to roll DEX instead.
Tools instead of skills
Since there are no skills, 5e's concept of tools would fit perfectly here. A medicine kit instead of a healing skill, and so on.
No levels?
Since we got rid of classes, why not go further and get rid of levels? Every significant "goal" achieved (a couple of short adventures, etc.) allows everyone in the group to augment one ability by one (maximum 20, although rolling a 20 is automatic failure anyway), and the person with the least ability score sum to augment two abilities.
For epic monsters, additional Strength (say, Strength 28 for an ancient dragon) could cause it to crit on an 8 or less.
No hit points?
Numbers would be lower across the board. A dragon causing, say, 1d6+9 damage would be scary for everyone. And with 24 (+6) Constitution, would ignore all attacks that cause six point of damage or less.
Spells would have to be nerfed as well; maybe 1d6+spell level damage would be enough, provided you can hit lots of targets with a fireball. A magic wand or staff could allow you to cast 0-level "missiles" doing 1d6 damage.
What's the point?
Friday, May 18, 2018
5e quick fix: Help Action
This is how it works in 5e:
Help
Second paragraph makes sense and we will not discuss it here.
First one is needlessly tied to "turns". What if you're going through an ancient library and looking for a forgotten tome? Seems that the help action would be applicable even if there are no turns to be counted.
When can I help? I assume I must declare HOW I'm helping, and the GM must find my idea reasonable. But HOW reasonable?
Should the Int 8 barbarian be that useful to the Int 20 wizard trying to find the tome? What about that Int 5 NPC that can barely read? What about the Int 14 cleric, should she be MORE helpful than the barbarian?
Can your cat familiar help the Str 20 champion to move a huge boulder?
![]() |
"Volo's Brazen Strumpets? Dear lord, can this brute even READ?" |
But you know me, I always prefer a simple mechanical solution to "the system is bad, but the GM can fix it if it gets ridiculous".
So here is the fix: the helper must succeed against he original DC divided by two to actually help.
Let's see some examples:
Find a forgotten tome in a huge library (DC 20): the barbarian with Int 8 will roll against DC 10 to be of any help. The chances that he will be useful are fifty-fifty.
Perform an ordinary task (DC 10): it only takes beating a DC 5 to help someone with an ordinary task, so in most ordinary circumstances two heads think better than one. Easy task? You can help 90% of the time even with no bonus.
Of course, the difference between cat, wizard and paladin looks too small, but that's an effect of bounded accuracy. I'd prefer using 2d10 instead of 1d20 for skills anyway!
Another way of dealing with this is group checks. But, as you know, if the Str 20 champion is trying to move a boulder, having a couple of Str 16 folks at his side can actually HINDER his chances! To fix that, try this post: Harder stealth (5e quick fix).
Sunday, May 06, 2018
Minions! (5e quick fix)
Tracking hit points for 12 different orcs at the same time - especially if you're not using miniatures.
The (other) problem:
"Warrior" classes have few ways of fighting mobs. Maybe this isn't such a big problem for everybody... but I don't like thinking of a 10th-level barbarian or fighter being taken down by a dozen orcs. How many did Boromir kill? I didn't run the numbers, so maybe I'm wrong about the odds here. Let me know. Anyway...
The solution:
When you are fighting against a group of minions, all damage is dealt to the group, indistinctively.
There is one single number you track: excess damage.
For example, each orc has 15 HP. If you deal 10 damage to an orc and an ally deals 7 damage to another orc, one orc is killed, and there are 2 points of excess damage. (This doesn't necessarily mean the second orc is dead - it means some orc, for some reason, dropped out of the fight).
When excess damage reaches a certain threshold, another minion is killed. In the simpler version of this rule, when excess damage reaches 15 HP (the same HP of a single orc), another orc is killed.
But if you like the idea of losing some of the excess damage, you can set the threshold a bit higher - maybe 20 HP or even more.
Limitations:
To avoid absurdity, you can limit this options to melee (within melee reach) and AoE spells that affect all targets, or nearby targets. Ranged weapons are very good as they are, anyway. But then again you might just allow crazy results - imagine a thrown spear that pins two goblins at once! It all depends on the tone you're going for.
Have I seen this before?
Probably. 13th Age has something similar, and even the DMG has a "cleaving" variant that says "When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby."
But notice that this isn't exactly the same - this doesn't require you if you wound two creatures with burning hands, for example, you can kill one and leave other barely hurt instead.
Also, I remember discussing this idea in forums and I'm sure someone else must have had similar thoughts.
What's the point?
Avoid keeping track of individual monsters HP. Make running mobs in "theater of the mind" style games a lot easier.
Friday, April 20, 2018
SCALING ARMOR for 5e D&D
This is easier, I hope. Well, if you want a different idea - even simpler - then let me draw that for you.
If you want crunch... read on!
First, get rid of 5e's armor tables.
![]() |
Source. |
- A number of encumbrance slots equal to your Strength. If you fill HALF of these, you're half-encumbered. Fill all, and you're encumbered. Less than half means you're unencumbered.
- Armor takes a variable number of encumbrance slots (1 slot for AC 11, 2 slots for AC 12, 5 slots for AC 15, etc).
- Light armor is AC 12, medium 13-15, and heavy 16-18.
- Cost is 10 gp times AC bonus, squared. AC 14 costs 160 gp, for example, and AC 18, 640 GP (yes, it is cheaper, but you need Str 18 to make the most of it). You can get cheap armor for one quarter of the price, but you suffer a -1 penalty to AC.
- AC 15 or higher gives you disadvantage in stealth.
- Dexterity gives you a variable bonus to AC.
- Armor proficiency works as usual.
The bonus is:
* Start with column A.
* If you're using armor, and your armor's AC is greater than your Str, move one column to the right.
* If you're half-encumbered (i.e., half of your encumbrance slots are filled), move one column to the right. If you're encumbered, move two columns to the right instead, and speed drops by 10ft.
* If you're using medium amor, move one column to the right. If you're using heavy amor, move two columns to the right instead.
(The table below is the "smoother" version from last post; remember, column C is the ability modifier you're used to. Notice that there is no column "F"; if you move one column to the right of E, you cannot get a bonus from Dex, but you can still get a penalty).
Dex | A | B | C | D | E |
8 | -1 | -1 | -1 | -1 | -1 |
9 | -1 | -1 | -1 | -1 | -1 |
10 | 0 | 0 | 0 | 0 | 0 |
11 | 1 | 1 | 0 | 0 | 0 |
12 | 1 | 1 | 1 | 1 | 1 |
13 | 2 | 2 | 1 | 1 | 1 |
14 | 3 | 2 | 2 | 2 | 1 |
15 | 3 | 3 | 2 | 2 | 1 |
16 | 4 | 4 | 3 | 2 | 2 |
17 | 5 | 4 | 3 | 3 | 2 |
18 | 6 | 5 | 4 | 3 | 2 |
19 | 6 | 5 | 4 | 4 | 3 |
20 | 7 | 6 | 5 | 4 | 3 |
Some examples:
Unfettered build (AC 17):
No armor, Str 8, Dex 20, unencumbered - use column A, get AC 17. With only 8 encumbrance slots, this PC must travel light at all times to keep the high AC. Light armor would raise your AC to 18; if you're carrying a shield and weapon too, you'd lose the unencumbered status, but raise AC to 20.
Traditional thief (AC 19):
Light armor (AC 12), Str 12, Dex 20, unencumbered - use column A, get AC 19.
Medium armor (AC 14), Str 14, Dex 16 - use column C, get AC 17. If you manage to stay unencumbered - not an easy thing to do - your AC is 18.