5e tactical module draft
Posted: Sun Jan 04, 2015 1:36 pm
So everyone in my group wants to play 5e. I miss the tactical options of 3.5, so I wrote an attempt at the promised but missing 5e tactical module. A battle-mat is assumed.
Please focus on problems in my tactical rule changes, and not on flaming 5e itself.
How can I improve these?
What other interesting tactical elements did I forget?
Should tactical advantage stack?
Tactical Module
Rules with a cost of 'your move action' use up all your movement. You cannot combine these with other types of movement, and you cannot use the rule if you already spent part of your movement.
Tactical Advantage and Disadvantage
Additional rule:There is a modifier called tactical advantage or tactical disadvantage. Tactical advantage / disadvantage on an attack modifies an attack roll by +2/-2. Tactical advantage and disadvantage does not interact with normal advantage and disadvantage, and only applies in the following situations:
- Flanking
- Charging
- Safely standing up from prone
- Grappling
Opportunity attack
Changed rule, p. 195: You make an opportunity attack when a hostile creature that you can see leaves a square that is threatened by you.
Charging
Changed rule, 165: The feat 'Charger' is removed.
Additional rule: You move up to two times your speed and make an melee attack with tactical advantage. You can only charge in a straight line, and the minimal distance to charge is 10ft. The cost for this maneuver is your complete movement, your action and your bonus action.
- You provoke opportunity attacks as usual (i.e. when you leave a threatened square)
Shifting
Additional rule: You can spend your move action to carefully move 5 ft. without provoking opportunity attacks.
- Shifting is not possible on difficult terrain or if your speed is reduced to less than 10ft for other reasons.
- Shifting cannot be combined with other forms of movement and will always use up your all of your movement for the turn.
Flanking
Additional rule: Flanking a creature gives tactical advantage on attacks. A creature is flanked if a defender is threatened by two attackers such that the shortest line connecting the attackers intersects with two opposite sides of a square that the defender occupies.
Standing up from prone
Changed rule, p. 191: Standing up from prone uses up half of your movement, and provokes an opportunity attack.
Additional rule: Safely standing up from prone uses up your complete movement, and applies tactical disadvantage to the first attack in the same turn.
Grappling
Changed rule, p. 195: An attacker has tactical advantage when attacking a defender that is currently grappling another creature.
Please focus on problems in my tactical rule changes, and not on flaming 5e itself.
How can I improve these?
What other interesting tactical elements did I forget?
Should tactical advantage stack?
Tactical Module
Rules with a cost of 'your move action' use up all your movement. You cannot combine these with other types of movement, and you cannot use the rule if you already spent part of your movement.
Tactical Advantage and Disadvantage
Additional rule:There is a modifier called tactical advantage or tactical disadvantage. Tactical advantage / disadvantage on an attack modifies an attack roll by +2/-2. Tactical advantage and disadvantage does not interact with normal advantage and disadvantage, and only applies in the following situations:
- Flanking
- Charging
- Safely standing up from prone
- Grappling
Opportunity attack
Changed rule, p. 195: You make an opportunity attack when a hostile creature that you can see leaves a square that is threatened by you.
Charging
Changed rule, 165: The feat 'Charger' is removed.
Additional rule: You move up to two times your speed and make an melee attack with tactical advantage. You can only charge in a straight line, and the minimal distance to charge is 10ft. The cost for this maneuver is your complete movement, your action and your bonus action.
- You provoke opportunity attacks as usual (i.e. when you leave a threatened square)
Shifting
Additional rule: You can spend your move action to carefully move 5 ft. without provoking opportunity attacks.
- Shifting is not possible on difficult terrain or if your speed is reduced to less than 10ft for other reasons.
- Shifting cannot be combined with other forms of movement and will always use up your all of your movement for the turn.
Flanking
Additional rule: Flanking a creature gives tactical advantage on attacks. A creature is flanked if a defender is threatened by two attackers such that the shortest line connecting the attackers intersects with two opposite sides of a square that the defender occupies.
Standing up from prone
Changed rule, p. 191: Standing up from prone uses up half of your movement, and provokes an opportunity attack.
Additional rule: Safely standing up from prone uses up your complete movement, and applies tactical disadvantage to the first attack in the same turn.
Grappling
Changed rule, p. 195: An attacker has tactical advantage when attacking a defender that is currently grappling another creature.