|
|
|
|
|
|
Posted: Sun May 03, 2020 9:29 am
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sun May 03, 2020 4:53 pm
|
|
|
|
|
|
|
Posted: Mon May 04, 2020 8:17 am
|
|
|
|
Southern Cross Nemesis Pup: By your statement; Artificer, Sorcerer, Wizard, E.Knight, and select Expeditious Retreat would also have access to the triple movement. While everyone else is stuck in the background, as the Artificer's cannon and Warlock blast away at the incoming orcs. Oh, the orcs also had their own means of extra movement. razz As for E.Retreat, and classes/race with Dash as bonus. I would argue, it would serve the much the same function as it does now. Action, Twice movement. Where those who use only sprint can only close the distance.
I sent you a discord message on why I think this is a terrible homebrew rule. If you are adamant on keeping it, I think I will back out. I am not down with every enemy being able to instant transmission right on top of the low hp caster and slaughter them through forced AOP or forcing them to give up their turn repeatedly. Especially if there was a mob, they could literally just lock out a caster. Sure bro, cast fireball on yourself, take 8 attacks before you get it off though.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon May 04, 2020 8:57 am
|
|
|
|
|
|
|
|
|
|
|
|
|
Southern Cross Nemesis Vice Captain
|
Posted: Mon May 04, 2020 9:18 am
|
|
|
|
|
|
|
Posted: Mon May 04, 2020 10:06 am
|
|
|
|
Southern Cross Nemesis I think you missed the point of why I posted it as I did. I did that so WE could discuss and iron out the foreseeable kinks, or flat out eliminate a bad idea. None of the home-brewed rules are set in stone. They wouldn't even be implemented if the minority doesn't like the them. Even my inspiration rules can be tossed. As they are little more than a tie-in to previous addition's Action Point system. Due to the fact, I think gaining advantage is a silly reward when there are literally Thousands of ways to gain advantage in 5e. Your game, where we strolled through a forest and fought a few large squirrels. Is still my only 5e game I played as a player. sweatdrop The most the of the not quoted "rules" were suggested from a youtuber who has ran/played 5e games for years, and I agreed with his reasoning. So there maybe a interpretation error, or it could bad rule all together and his group doesn't see it.
I just think 5x is a bit crazy. I can see that the goal is to make it so that crossing a huge battlefield isn't as much of a bore on the melee peeps, but even something like, "If the entirety of a players turn is given up for movement in a straight line that player may gain an extra 5 ft per action spent" fixes that better than giving them 150ft of movement to bob and weave and get themselves perfectly where they need to be. Weapons have range limits which caps at about 600ft with a longbow, and while it suck to have to cross that distance while getting hit with arrow fire, the person would have disadvantage up to 150 ft, and from there you have 2.5 turns. It totally makes having an entire wall of archers a viable defense for a fortress, but historically that is true.
Easier solutions that don't involve rule changes: *Most monsters have a melee and ranged option, and most PCs have a melee and ranged option. While a strength focused character may suck with a bow, they could have throwing spears. *Stealth is your friend. Don't want to start a fight with a bunch of distance between you and your enemy? Stealth in, group stealth rules are a thing, let the party move in 30 ft per successful check, or more if they have certain powers. *Even if a monster stat block doesn't have a ranged option, you are the DM, give it one. Toss rocks, have a bow, whatever.
The problem you are trying to fix here is one that as a DM you can easily remove without a rules adjustment.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon May 04, 2020 10:49 am
|
|
|
|
PupSage I just think 5x is a bit crazy. I can see that the goal is to make it so that crossing a huge battlefield isn't as much of a bore on the melee peeps, but even something like, "If the entirety of a players turn is given up for movement in a straight line that player may gain an extra 5 ft per action spent" fixes that better than giving them 150ft of movement to bob and weave and get themselves perfectly where they need to be. Weapons have range limits which caps at about 600ft with a longbow, and while it suck to have to cross that distance while getting hit with arrow fire, the person would have disadvantage up to 150 ft, and from there you have 2.5 turns. It totally makes having an entire wall of archers a viable defense for a fortress, but historically that is true. Easier solutions that don't involve rule changes: *Most monsters have a melee and ranged option, and most PCs have a melee and ranged option. While a strength focused character may suck with a bow, they could have throwing spears. *Stealth is your friend. Don't want to start a fight with a bunch of distance between you and your enemy? Stealth in, group stealth rules are a thing, let the party move in 30 ft per successful check, or more if they have certain powers. *Even if a monster stat block doesn't have a ranged option, you are the DM, give it one. Toss rocks, have a bow, whatever. The problem you are trying to fix here is one that as a DM you can easily remove without a rules adjustment.
You do realize, I won't be using the sprint rule, it is solely for the player's benefit. And, I often do mod out my monsters.
Besides, it has tie-ins with 3.5 and Pathfinder(which 5e is FAR to similar too) where the ruling was...
Quote: If you use two move actions in a round (sometimes called a “double move” action), you can move up to double your speed. If you spend the entire round running, you can move up to quadruple your speed (or triple if you are in heavy armor).
They even had a feat that changed it to 5x your speed, but the number of times it was actually brought up was usually low.
But, as said, as long as the minority... I will not implement it. What do you think of the other ones?
|
|
|
|
|
|
|
|
|
|
Southern Cross Nemesis Vice Captain
|
|
|
|
|
|
|
Southern Cross Nemesis Vice Captain
|
Posted: Mon May 04, 2020 11:39 am
|
|
|
|
|
|
|
Posted: Mon May 04, 2020 11:43 am
|
Southern Cross Nemesis Vice Captain
|
|
|
|
|
|
|
|
Posted: Mon May 04, 2020 1:08 pm
|
|
|
|
Southern Cross Nemesis Besides, it has tie-ins with 3.5 and Pathfinder(which 5e is FAR to similar too) where the ruling was... Quote: If you use two move actions in a round (sometimes called a “double move” action), you can move up to double your speed. If you spend the entire round running, you can move up to quadruple your speed (or triple if you are in heavy armor). They even had a feat that changed it to 5x your speed, but the number of times it was actually brought up was usually low. But, as said, as long as the minority... I will not implement it. What do you think of the other ones?
This isn't 3.5 though ... despite Kow linking a 3.5 supplement for their race. I just don't think it will work well.
The rest of the rules are pretty inconsequential.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon May 04, 2020 1:41 pm
|
Southern Cross Nemesis Vice Captain
|
|
|
|
|
|
|
|
Posted: Tue May 05, 2020 11:20 am
|
|
|
|
|
|
|
|
|
|
|