Invisible Fortress:House rules: Difference between revisions

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Flanking will be available to players and monsters in this campaign. However, instead of advantage as per the optional flanking rule listed in the DMG, flanking will give +2 to attack rolls. This allows for tactical movement, without invalidating race or class features such as Pact Tactics and Reckless Attack.
Flanking will be available to players and monsters in this campaign. However, instead of advantage as per the optional flanking rule listed in the DMG, flanking will give +2 to attack rolls. This allows for tactical movement, without invalidating race or class features such as Pact Tactics and Reckless Attack.


You have flanking if you are within 5ft of your target, there is a creature who is an enemy of your target (not necessarily your ally) which is not incapacitated, and the line between the center points of your occupied space and the other creature's occupied space crosses opposite sides of the target's occupied space, or opposite corners of the target's occupied space.
You have flanking if you are within 5ft of your target, there is a creature who is an enemy of your target (not necessarily your ally) which is not {{incapacitated}}, and the line between the center points of your occupied space and the other creature's occupied space crosses opposite sides of the target's occupied space, or opposite corners of the target's occupied space.


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Revision as of 18:54, 2 May 2022

House rules

Flanking

Flanking will be available to players and monsters in this campaign. However, instead of advantage as per the optional flanking rule listed in the DMG, flanking will give +2 to attack rolls. This allows for tactical movement, without invalidating race or class features such as Pact Tactics and Reckless Attack.

You have flanking if you are within 5ft of your target, there is a creature who is an enemy of your target (not necessarily your ally) which is not Incapacitated , and the line between the center points of your occupied space and the other creature's occupied space crosses opposite sides of the target's occupied space, or opposite corners of the target's occupied space.

Line of sight and cover

In order to have line of sight on a target, you must be able to trace a line from any corner of your occupied space to any corner of any square of the target's occupied space, without crossing into a square of blocking terrain. Creatures in your path do not block line of sight.

To determine cover from a ranged attack, select one corner of your occupied space and trace four lines from it to the four corners of one square in the target's occupied space. If one or two of the lines cross into blocking terrain or an enemy creature, the target has half cover (+2 AC and Dex saves). If three of the lines cross into blocking terrain, the target has three quarters cover (+5 AC and Dex saves). Creatures cannot result in three quarters cover, only half cover.

Cover from melee attacks and area effects work similarly to ranged attacks, except that creatures cannot provide cover against them.

Short rests

Short rests take 10 minutes, instead of 1 hour. You may only take 1 + (proficiency bonus / 2) short rests per long rest. (At level 5, you can take 2 short rests per long rest. At level 9, you can take 3 short rests per long rest. At level 17, you can take 4 short rests per long rest.)

Monks must spend 5 minutes meditating during a short rest in order to regain ki points, instead of 30 minutes.

Spells and features which give the benefits of a short rest (eg, catnap or a Genie Warlock's bottled respite) do not count against the limited number of short rests per long rest.

Rulings