98

Well, I don't think I need to tell you that it's within RAW, per the spell description of Fireball [emphasis mine]: A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire ...


95

Negation of Advantage At our table we use the Variant Flanking rules, however we noticed the same problem as yourself, and added the corollary that you cannot gain Advantage from a Flank if you yourself are being Flanked. The thematic justification was that you are busy trying to cover your own back and can't put all of your attention onto exploiting the ...


85

Although many tables allow some degree of tweaking in order to make a build match a concept, they usually involve some degree of horse trading, i.e. giving up something to get something else. Assassins get the Assassinate ability at third level. Arcane Tricksters get Mage Hand Legerdemain. Wizards get their own specialties. Unless he is willing to give up ...


78

This is going to be a poor idea As other answers point out, this is going to make save-targetting spells significantly weaker, but there's also another problem you might not have thought about. Being at 1 HP is more dangerous than being downed against big threats This is going to leave a lot of players in combat running around with exactly 1 HP, which is ...


75

I told him no right off the bat...But he's extremely insistent about it Just tell the player "no," again; you are allowed to do that as DM There are a number of reasons for this. An invisible stalker is an elemental; PCs are humanoids1 The CR of an invisible stalker is 6; it usually takes 2 or 3 PCs of level 6 to defeat an invisible stalker; the ...


74

Boy, so many people lining up to tell you "don't do it that way it's badwrongfun!" I'll offer a differing perspective, which is yes, absolutely, use a house rule to this effect. It has the desired effect of adding verisimilitude without "nerfing" or "ruining" anything. I shall offer up real play experience and not pure opinion to demonstrate this. I used ...


72

It leads to "All or Nothing" skill development This is going to cause exactly the problem that the 'bounded accuracy' philosophy of 5th edition was designed to address: All skill checks become either trivially easy for experts, or impossible for everyone else. That is to say, the DM either sets skill DCs low enough for everyone to have a fair shot at ...


70

As soon as combat starts, everyone needs to abide by the movement rules I would suggest telling them that as soon as combat starts, everyone needs to abide by the movement rules, regardless of whether they're engaged with an enemy. Make it clear that the reason you gloss over movement out of combat is because movement is not generally important at that point....


69

No, this makes the current system less balanced. The current system for cantrips gaining damage at regular intervals is the magic users' equivalent of the "Extra Attack" feature that other classes get (rogues get increased Sneak Attack damage instead). Consider the humble Path of the Zealot Barbarian. At level 5, they can do the following using a Greataxe (...


67

From memory the War Caster feat is the only thing that might work well with this. Its third benefit is: "When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that ...


61

This meta-game accuracy is a purposeful feature of using the optional grid rules — that kind of tactical detail is the whole point of using a grid. An obvious alternative that eliminates miniatures-based player precision is to not use the optional grid rules. There's some discussion of imprecise AoE handling on DMG page 249 (in short “make a call, consult ...


59

Yes, this is overpowered Your instinct to suggest the Sorcerer Class was a good one. This ability is going to give the Wizard so much versatility there will be almost no situation he cannot solve through magic. Let's compare the Wizard to a Sorcerer in terms of spells known. The Wizard would have 6 at first level + 2 spells/level after that. In contrast ...


58

I favor very open, liberal character creation rules, in both the games I run and in the games I play. I chafe quickly at too many restrictions, and feel that some DMs who enforce too many are shooting themselves in the foot. But even from that perspective, your rules are really very minimal. Even with my preferences, I still expect more rules than that—you ...


58

Crouching is a no-brainer And no-brainers are bad design --- you've created a new action that has a very negligible downside. No wonder your players are spamming it! Think about it --- the only downside is moving slower, but the character can stand up for free, so that downside hardly ever comes into play if the player uses the rule to its fullest. I ...


55

No, you are not overreacting. First off, every "Conjure Something" spell I checked specifically calls out that the summoned being appears "in unoccupied space". I'm curious how the DM thought it was valid to apply the spell differently. Discussing this with the DM in a one on one conversation may clear this up. Second, I don't know how anybody made the ...


54

Honestly the best option here is to talk to your DM. Since it sounds like the rest of your party agrees with you on the matter of the fumble tables, it might help if you had at least one other player to back you up, although probably no more than that to avoid making the DM feel overwhelmed and defensive. Explain that you as players don't find the fumble ...


53

I'm going to challenge the frame. You've said your group finds it boring to compute encumbrance. So to solve that you've... created another system for encumbrance? That just calculates things differently? That doesn't seem to solve your actual problem. If your group doesn't want to deal with encumbrance, have you considered just ignoring it? You're ...


52

This is going to be difficult to balance Having advantage on a roll is roughly equal to having +5 to your roll, and having disadvantage is roughly equal to having -5 on your roll, as suggested by applying advantage and disadvantage to passive checks. Your suggested change would require somebody to have 5 different sources of advantage to get the same bonus ...


52

Adamantine armor It has the property: While you're wearing it, any critical hit against you becomes a normal hit. (DMG 150) It is only classified as uncommon, but it is still a magic item. Depending on how the DM handles that, the difficulty of acquiring one may change. You also need to be proficient in at least medium armor to properly use one. Note ...


51

In a word? No. There are several people out there who have tried to cap 5e Character progression in differing ways (one such example being here), but there is no 'broadly accepted' system that I have ever seen. Part of this is because 5E is much better balanced than 3.5E was. Yes, spellcasters are very powerful... but spells like Solid Fog that are ...


51

Is it balanced? Sure, it's balanced if you apply it to all sides of a combat equally. It's a very minor change. Even taking into account characters with multiple attacks each round, it's a couple of HP here or there - not worth worrying about. Is it worthwhile? No. You're adding complexity in the pursuit of verisimilitude. That's a fine idea, except that ...


48

There might be some synergy issues with other melee or Warlock abilities- Hex is a nice potential chunk of Warlock DPR and takes a Bonus Action to cast/retarget, while Polearm Mastery's extra attack or Great Weapon Fighting's cleave also take that extra attack. But if your Warlock is willing to give that up, I don't see much problem. That said, I can't tell ...


48

Removing balanced player options is unfair (and unfun). The reason that sneak attack requires finesse (or ranged) weapons is less to do with the Ability (Strength or Dexterity) and more to do with the qualities of a weapon; primarily wieldability (made up word). Waiting for and/or finding an opening or weak spot is much easier to do with a shortbow or a ...


48

During the encounter Given the unreliability and low likelihood of rolling a 20, the change has no major impact during a single encounter, and what change it introduces is positive: it gives the player of an unconscious character the possibility of regaining agency. Further, the rule makes intuitive sense given that non-stabilized characters can recover. ...


48

It allows for some explosive combat options and methods to gain extreme immunities For example, a Tiefling gains resistance to fire damage, they could walk into a group of enemies and cast fireball on the ground and then use absorb elements to gain immunity to the damage of the spell and also all fire damage until the start of their next turn. There are ...


47

“Okay. How are you going to achieve that?” The nice thing about pen & paper RPGs is that they can model pretty much anything, given an accommodating system and a group that collaborates well. The challenge in a situation like yours is that the players are thinking about results and haven't yet considered the means of reaching those results. I might say ...


47

Ask the player "why?" First step to solving these types of issues is asking why they want a thing. If the character wants to be invisible all the time just for the sake of that, just say no. If they like the idea of being able to attack from being hidden or that type of thing then you can help them out. The Gloomstalker Ranger is invisible in darkness to ...


46

Are there any official sources that these rules are based off? Not that I know of. This does indeed seem to be a homebrew approach. You might want to ask your DM to write down the full Cleric spell list that you are allowed to use; it'll cut down on arguments later if you feel they're just removing spells at will. They are essentially making a new Cleric ...


46

The Dungeon Master's Guide strongly recommends against this. Dungeon Master's Guide, p.263: Beware of adding anything to your game that allows a character to concentrate on more than one effect at a time, use more than one reaction or bonus action per round, or attune to more than three magic items at a time. Rules and game elements that override the ...


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