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19

The scenario you've provided is correct. Flanking grants advantage to melee attack rolls and Sneak Attack can be applied if the rogue makes an attack roll with advantage. However there seems to be one slight thing you're overlooking. A rogue can choose to apply Sneak Attack if they have advantage or if an enemy of the target is within 5 feet of the target ...


18

There is no RAW reason to suggest it doesn't work. Despite the flavor being used "use your wit to distract, confuse, or otherwise sap confidence", the only restrictions placed on this spell are : The creature is immune if it can’t hear you or if it’s immune to being charmed." Furthermore, the Bard's abilities are generally described as hiding magic beneath ...


18

I have a number of points to make: You are the DM - you can change the rules to suit how you want to play. You can do this provisionally, tell your players that you are going to try this for a while and see if it makes things more fun, if it does, keep it, else dump it. Weapons do not increase in damage as levels go up (exception: magical pluses) so one of ...


17

Yes, you read the rules correctly. Please note that in D&D some powers are very powerful in some levels, but even out at later levels. Sneak attack is pretty powerful in the first few levels, but later on, when people get more attacks and special attacks and spells, it is not as powerful as it seems at level 1 or 2.


16

Roll for Shoes doesn't really have a "combat system" as such — unless you houserule one in, of course. Rather, combat in RfS is basically handled using the same general mechanics as everything else: the player rolls Nd6, where N is the level of the skill they're using, and tries to beat the GM's roll. The thing to keep in mind is that RfS is a ...


9

No. Extra attacks only can be made as part of the attack action. If you are taking an attack granted by something else, extra attacks do not apply.


8

The comments on the original post have some interesting and useful commentary and ideas. Damage is one the issues addressed by the creator. For damage, we had this cartoony thing where you get busted up and humiliated in one scene, and then we don't really talk about the damage afterwards - unless you want to! Being badly beaten has effects in the ...


6

Yes; Whirling Frenzy does not list an exception to the general multiple-attack rule I suppose, on some level, you have your extra attack even if you don’t full attack, but you cannot use it unless you full attack because of this rule: Combat > Actions in Combat > Full-round Actions > Full Attack If you get more than one attack per round [...] for some ...


6

Pounce says: When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability). Considering that Beast Shape does not grant Rake until 8th level, the druid cant use Rake as part of a Pounce, because the druid (the creature) does not have the Rake ability. Until 8th, he ...


6

Mutants and Masterminds 3E handles this through the use of a few different systems. By the use of the Aid action (p246) and Team Checks (p16), one character can sacrifice their action to contribute to the success of a lead character's action. Through the use of Extra Effort (p20), you can gain the effect of an Alternate Effect on your power -- that would ...


5

There isn't a huge advantage to having two swords instead of one. The difference is mostly a cosmetic one, which might matter for your character. Vampire: the Masquerade combat is fairly abstract in places. A sword attack or parry will be made with the same roll for one sword, or dual-wielding. You cannot double your effectiveness this way. Making ...


5

It was your call to make as DM, and you have valid grounds on which to make it There is a RAW reason this doesn't necessarily work on a stirge: it says that it works via us[ing] your wit to distract, confuse, and otherwise sap the confidence and competence of others. As I imagine you judged, a stirge is pretty impervious to distracting or confusing ...


5

Realistically, falling 10 ft is not going to hurt (or kill) as well as a Greatsword to the face, and you shouldn't try to make it. You should not try to balance improvised and normal attacks by making them identical. You have a few options for making improvised attacks worthwhile. Occasionally, leave players in situations where the environment can do more ...


4

I'm not sure I understand why you think you need to create a house rule for this. Fighter weapon attacks don't get stronger as they level up.. rather instead, they get more attack actions. If you truly must houserule something, the easiest house rule to make is to change the damage die from a d4 to a d10 based on what you think is appropriate for the ...


4

As per page 248 of the VtM20th Anniversary edition, the prohibition against splitting Celerity actions applies only to the actions granted by Celerity. (I know, seems tautological, but bear with me.) Therefore, the following should be legal: Carla has two one-handed swords and Celerity 1, and is Ambidextrous. She has Dexterity 4 and Melee 4. At the start ...


3

Original Answer: Lots of Guesswork I don't think any currently-published materials address the effect of magic items on encounter difficulty, but the rules assume a certain volume of magic items-per-level, and the difficulty calculations and monster challenge ratings probably take that into account. However, if your PCs are exceeding the daily recommended ...


3

Not much. There are lots of options in Pathfinder which trade accuracy (attack bonus) for various things (usually damage). You're using three of them here, which means you're choosing to give up a lot of accuracy. There's not much which is designed to negate the penalties, because otherwise they'd go from being tradeoffs to no-brainers. Your best bet ...


2

Sword and pistol is a really difficult combat style Beyond the typical items (e.g. those that grant a character enhancement bonuses to ability scores, weapons with enhancement bonuses), not much improves a sword-and-pistol-equipped fighter's ability to land attacks. I'm aware of only this: The wrists-slot item duelist's vambraces (8,000 gp; 2 lbs.) says ...


1

I thought I'd (tentatively - I'm still new around here...) chime in with how things go in our game. I run a fairly "rules-light" 5e game where such combat improvisation is rewarded and encouraged. We've had characters running across kitchen counters before leaping on an enemy with their sword out; baiting a previously-discovered acid pit so a skeleton ...



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