Rules Tweaks

 

Every game has rules, and Dungeons and Dragons is no different. Over many years, we find ourselves with the latest edition (5th), which has become fairly popular after the widely derided 4th edition. There are always items that need clarification, either because they are not clear, or because me and my players find something that needs tweaking or even recreated. There are also times when there are no rules for a subject, and creating a new one is the way to solve the problem.

 

Below you will find information about rules that I felt either needed adjusting or clarification, or need to be created. If you find something that is incorrect as per what we've already discussed, let me know. I usually will run changes through the group first to ensure everyone is all warm and fuzzy.

 


 

Rules Categories

Combat   Feats/Skills   Magic/Spells   Miscellaneous

 


 

Combat

 

Attack (defined)

 

In my game, an attack is any action against someone that would be unwelcome by them. This includes spells that require saves.

 

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D20 Ones and Crits on ACs Higher Than You can Hit

 

A rolled 1 on d20 is always a miss. Even if you have abilities that allow you to reroll the dice, all ones are misses.

 

If your opponent's AC is too high for you to hit with all of your bonuses, you can still hit with a natural 20 (or a 19 if you are a champion or have some other feat/ability/item that allows you a crit on a 19 or 20). At that point, to get DOUBLE damage, you would need to reroll the d20. If you get another natural 20 (or 19 in the special circumstances listed before), then you get the the double damage. If not, then you simply roll regular damage.

 

Flanking

 

Flanking rules are observed in my game.

 

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Shooting through Allies

 

If you shoot through an ally to hit a target and roll a "1", then reroll a d20. The result will be against the ally's AC. If you hit them, roll weapon damage with all modifiers.

 

The same applies to any spell that travels from the caster aimed directly at the target and requires a "to hit" roll. If you roll a "1", then reroll the d20. If your result hits the target, then roll spell damage with all modifiers. Area of effect spells do not apply as the caster doesn't need to hit the target's body directly.

 

The above rules only apply when your ally is within 5' of your intended target.

 

Having the Sharpshooter feat allows the attacker to avoid hitting their ally in the above mentioned manner (even if you roll a "1") unless that ally is invisible. Invisible allies are always subject to the "1" rule. The idea being that the one launching the missile cannot see the ally to use his/her/its sharpshooter skills to avoid hitting their ally.  

 

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Armor Class and Dexterity

 

To add some realism to the game, there will be situations when a PC or NPCs AC will not gain the benefit of dexterity. Situations like this will be:

 

1. The character is swimming in water since they have no "footing."

2. The character is incapacitated, paralyzed, petrified, stunned, or

     unconscious.

 

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Grappling

 

If someone is grappled by more than one creature, they can only break one grapple per attack option.

 

If an opponent tries to grapple someone who is already grappled, they get advantage to their roll.

 

Anyone grappled by three or more opponents is restrained.

Moving a grappled creature halves your movement unless the creature is two or more sizes smaller than you. Then, your speed is normal because you're able to pick them up completely.
 

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Water Combat

If you are swimming in the water, and you don't have any special abilities that allow you to move unhindered by the water, you may attack using any means at your disposal. The order goes like this:

1. On your action, make a DC 10 athletics check (+1 for every 50 lbs. of gear you're carrying).

If you fail, you're done because you're too busy flopping around trying to keep from drowning to do anything else.

If you succeed, attack as normal.

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Feats/Skills

 

Arcana Checks

 

As per page 177 of the 5e PH: "Your Intelligence (Arcana) check measures your ability to recall lore about spells, magie items, e1dritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes."

 

If you see a spell being cast by someone, you can use an Arcana check to determine what that spell is if it is a spell that can be cast by you. If you can't, then you can only know that a spell is being cast. If you can cast that spell because you are of the appropriate class and level, the DM will have you roll the check based upon the DC that he has determined. If you make the roll, then you know what the spell is.

 

As for using an Arcana check to determine what spell a person is under the influence of after the spell has already been cast, you can determine symptoms that point to a spell type, such as charmed or diseased or something that debilitates the body, etc. So, for example, you believe your friend is under the effects of a spell because he's attacking the party. You make a successful Arcana check to know that a spell is in play and that the general effect is charm. You can then make an investigation check to connect what you see with a specific spell that you have knowledge. This can only be done if you are able to cast the spell that was used due to class and level

 

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Magic/Spells

Flying Magic Item Movement

Since magic items have no actions, they do not get to dash. Therefore, they cannot move more than their described movement total. Magic items, spells, and potions that are designed to enhance the movement of a creature, such as a potion of flying, or ring of haste, do are not constrained by the above definition.

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Identifying

Magic Items

Currently in 5th edition, ANY character can play with a magical item during a short rest and know all of its abilities. I don't like this because it waters down the game and takes away the uniqueness of spell casters and the unique insight they have concerning magical items.

Going forward, only someone with the identify spell (pg 252 of the PH) or a special item or other granted power (as determined by the DM) can precisely identify the properties and workings of a magic item, as well as any triggers that activate (unless the trigger word or instructions are engraved on the item itself).

This doesn't mean that a character can't simply try the item out. If the item doesn't require a trigger word, the character can put the item on. The DM can then tell them things like "You feel a little bit lighter than usual" or "You feel noticeably stronger than before." Depends on the situation. If the magic items has a spell effect, and a PC is trying it out and they are able to cast the spell that the effect emulates, then they can make an Arcana check to reason out what that spell is.

Potions

Creation

Potion creation is contingent upon the creator having proficiency with the herbalism and/or alchemist's kits.

The herbalism kit is used to create spells that affect health, such as vitality and healing potions. Costs and creation times for creating these potions are found on page 130 of Xanathat's Guide to Everything.

The alchemist's kit is used to create all other spells. Costs and creation times are listed on page 129 of the Dungeon Master's Guide

Identification

Only the following methods can be used to identify a potion.

1. Pay an Alchemist to identify it for you.

2. Use an Identify spell.

3. If your character has an alchemist background or has the ability to cast arcane spells, then I will allow you to use make a DC check to identify the potion.

4. Take a taste and the DM will give you a little inkling about how you feel. At that point, the character can make an Arcana check to determine the potion's properties (i.e. if it's a fly spell, the successful check means the character knows that the potion will allow them to fly but not duration and speed and so forth). Detailed information (by tasting only) can only be determined by a successful Arcana check by a spell caster who can cast the spell that potion effect emulates.

 

*NOTE* If you've consumed a potion before and know what the effects are, then going forward, you will be able to take a little taste and identify the spell right away.

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Healing Spirit spell redefined

 

This spell is too powerful. I'm going with Jeremy Crawford's (managing editor for 5th edition DnD) recommendation, which is: "The spell ends once the spirit has restored hit points a number of times equal to twice your spell casting ability modifier (minimum of once)". See the full spell description for additional information, such as casting at higher levels.

This nerfs it down to acceptable limits for me and my game until some better official errata comes out.

 

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Find Familiar Change

 

As per the definition of the spell, a familiar cannot attack. A work around has been for the caster to channel a spell through their familiar that doesn't require an attack roll. This is no longer possible in my game. See "Attack (defined)" under the Combat Section above.

 

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Miscellaneous

Mounts

When a character is on a mount, that character is positioned in the exact center of the space that the mount occupies, even if it means that character is not positioned inside a square proper. A mount that is caught in an area of effect sees its rider caught in the same area of effect. If an attacker is within 5' of the edge of the mount's occupied space, then the attacker can hit the rider of the mount with a 5' reach (or further) unless that mount has special properties or the DM/character has a special property or circumstance that takes the rider out of that 5' reach (or further).

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