New answers tagged

5

For posterity's sake, the tier system discussed is this one. To summarize: tier 1 breaks the campaign every which way, tier 2 breaks the campaign in one way per character, tier 3 is always relevant, tier 4 is relevant at one thing, tier 5 isn't relevant even at their one thing, and tier 6 doesn't even get their own thing. Cutoff for Tier 1 The cutoff for ...


6

The typical approach that I have used and played under is this: Tier-4 classes can gestalt with tier-5 classes Tier-3 classes can gestalt with tier-6 classes (i.e. non-adept NPC classes) Tier-2 and tier-1 classes cannot gestalt It’s not perfect, but it seems to work pretty well. The higher-tier classes are still more powerful, even with these benefits, ...


2

As you are fishing for house rules, I feel okay bringing in something from an earlier edition: D&D3.5 had the Choker; a monster for whom strangling opponents to death was their whole schtick. It came with a well written out mechanical ability that allowed it to do so. On more than one occassion I've succesfully applied this same ability to other ...


5

Our party barbarian wanted to choke out another NPC half-orc that she had challenged to a fight. Our DM followed the following pattern: On the strangler's turn, a regular grapple contest is made, with the strangler at disadvantage. This represents the difficulty in getting your hands/forearms/legs around the neck of the enemy. Since it's simple ...


-2

I'm going to take a "real world" approach here that meshes with the 5E game mechanics, so I hope you'll follow along. tl;dr For me, to save headache and adding too much rules, use advantage/ disadvantage rulings (more specific) There's several things going on here, and I'm going to try to tie them in together in a tidy package. For sake of argument a ...


3

So far as I'm aware, there are no guidelines published by Wizards of the Coast for a PC to create a special ability, and, while guidelines for PC-created spells and magic items exist, those are only guidelines, the results of using them still subject to DM oversight. (So you know, I also don't know of a way to avoid needing the DM approval for anything a ...


10

Excellent question! I currently have a player who, literally, wishes he could be a cross between Wulfgar from the Forgotten Realms novels and Rowdy Roddy Piper. Putting good taste aside, he requested that we homebrew a hulking, grappling character in the vein of professional wrestlers. I'll share my thoughts on that homebrew and some of the 'moves' we ...


2

I love this idea Given that you are interested in adding house rules that opens up for a wide variety of options! I think one of the best ways to start this would be to start with/develop a basic set of "wrestling combat maneuvers" and decide how they work. I would imagine that this character's desire to wrestle/grapple comes above other fighting methods ...


-6

This would be far more simple in 4th edition. As a 5th edition this becomes much trickier. As I have only played one session of 5th (and the character was handed to me) Im unsure as to how exactly some aspects work. Have you considered basing it on the full attack, but first make the grapple check. If that succeeds then the player gets to make the attacks. ...



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