Advanced Combat Rules

Post/Author/DateTimePost
#1

Novama

Jul 23, 2014 12:51:14

While I recognize the attempt at NEXT to be more streamlined combat with fewer rules and bookkeeping, I still appreciate highly tactical combat. 

 

What I would really like to know is what are some homebrewed or borrowed rules you have used or thought of using at your tables for a more tactical or realistic combat.

 

Ex: Certain weapon/damage types can't get through certain types of armor.

Location specific damage having various effects.

Creature size playing a part in how easily it dodges or hits something.

Character facing playing a part in determining character alertness to specific locations and creatures on the map.

Terrain granting bonuses for elevation, cover, concealment, etc...

Longer list of standard actions: charge, group defense, etc...

Realistic threat and damage areas of spells and ranged attacks into melee.

Positioning specific perks for flanking of various types.

etc...

#2

mellored

Jul 23, 2014 12:56:47

There will be more rules of that type in the DMG.