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2

Personally, I would use the shove rules for this. The mount is trying to throw the players off, while the players are trying to stop that. The creatures roll their strength (athletics), which the players counter with either strength (athletics) for holding on through sheer strength, or dexterity (acrobatics). If you want to warn the players, you could roll ...


-2

Applicable rules There is no need for house rules; the RAW cover this, albeit very harshly. A willing creature ... can serve as a mount The creature is not willing, therefore you fall off. Furthermore, the PHB also says: If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, ...


4

If there are saddles involved I would keep the DC 10 Dex check. If there are no saddles then I would go up a level of difficulty with a DC 15 Dex check. As couple of points Start off by describing the mounts going crazy in the air and the party making DEX Check. If you feel generous make a secret Insight check for individual members to notice their mounts ...


3

Here is what I personally use in my game that I am running currently. To stand up from prone you have two options. First, you can just stand up and it costs your entire movement and then you can attack. The standing up provokes an attack of opportunity by anything and everything that is threatening the creature standing up. Second, you can stand up at ...


1

After thinking about it some more, here is my own analysis. There are two basic ways to benefit from the ability to regain superiority dice: You can regain all superiority dice in between encounters. Since there are about 2-3 encounters per short rest, this means you start with 4-6 superiority dice per short rest at level 3 (compared to the default 4), and ...


2

I don't think there will be any balance issues. The most potent direct-damage (and thus easiest to quantify in terms of abuse potential) tactic I can see resulting from this house-rule is by using an 8th level Eldritch Knight's Action Surge. He could trade a standard action to cast Magic Weapon as a bonus action, spend his other standard action to cast the ...


11

Officially, the druid can't use wild shape to assume such a form... The druid supernatural ability wild shape allows the druid to use an effect duplicating the spell elemental body I at druid level 6, II at level 8, III at level 10, and IV at level 12. The spell elemental body has no provision for elementals other than air, earth, fire, and water. Of the ...


1

It's incredibly overpowered. The ability to sacrifice only portions of your attacks in exchange for receiving back superiority die allows a character effectively unlimited staying power. No class has the ability to recover things on this scale without a short rest. Granting a Battlemaster this ability begs for abuse in your game. Side note: If there's ...


4

Why would you Shove without a follow-up? Knocking someone down is not really a good strategy in any fight (real or imagined) if you don't have a follow-up. When was the last time you saw a UFC/MMA fighter push someone to the ground and then just let them get up? When somebody in a gang does a shove, they're doing so to let their friends jump on the fallen. ...


2

In terms of usefulness regarding initiative, a possible solution could be houseruling in the possibility of intentionally delaying your initiative to move down in the turn order. This could potentially allow you to control where your turn falls in relation to the person you are knocking prone, but also offers the said person a chance to get away before hand. ...


7

The implication is that Dex-based builds become easier to build. That’s it. I have played in many games with similar houserules, and really it just makes the Dexterity-based melee character more feasible. The Strength-based route is still superior. It does not invalidate Strength-based builds – the 1½×Strength damage on two-handers, the ...


15

The biggest reason I can think of is that Dex, along with Wisdom, is already at least on the border of being "too versatile," in the context of 3.5 and Pathfinder. While it's true that Rogue, for example, is a weak class in the core rules, it isn't due to the reliance on Dexterity. In 3.5e and PF, Dexterity does these things: Determines your initiative. ...


2

Thanks for the suggestions. I think I'm going to go with something based on the playtest's Charge action, as suggested by GMNoob. Charge: Move up to half your move speed, then make a single melee attack (this is not an Attack Action). If you moved at least 20 feet in an unobstructed straight line prior to making this attack, and you made a ...


6

During the playtest, there was a Charge action that all characters could use. What it allowed was that as an action, you could move up to half your speed, and attack any adjacent creature when you finished moving. This effectivley allowed you to have a movement of 1.5 times your normal movement rate, in exchange for losing extra attack etc. Besides trying ...


2

[I wish the down-voter would comment so I can improve my answer.Answering at PurpleVermont's request, although I feel I don't have a lot more to say.] In my house rules, as a cherished holdover from a 2nd edition AD&D variant, any character in combat can color their melee attack using a maneuver. Maneuvers are akin to grapple or shove in 5th edition, in ...


1

Bull Rush is just being more explicit and covering more bases in its explanation, whereas Overrun is not bothering to re-quote other parts of the rules at you. They both work the same way. When performing a bull rush or an overrun, or a charge, or whatever it is you're doing, if you move out of a square that a defender threatens, they are eligible for an ...



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