D&d Variant Rules



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Home > Variant Adventuring Rules > Combat Facing

Creature Facing by Size

The standard d20 combat rules intentionally ignore the direction a creature faces. The rules assume that creatures are constantly moving and shifting within their spaces, looking in all directions during a fight. In this variant, facing—the direction your head and body are pointing—makes a big difference in how you move and fight.

This variant makes combat more complex, but it opens up new strategic options for PCs and monsters alike. It’s a good choice if your group relishes the tactical complexity of d20 combat and doesn’t mind spending a lot of time duking it out with the bad guys. It won’t change the power level of your game.

This variant supersedes the standard rules for flanking and creates new conditions for the rogue’s use of the sneak attack ability.

D&d Variant Rules

Facing Direction

All PCs and most monsters have a facing: the direction to the adjacent square the character or creature is pointing toward. This means that a Medium creature standing in a given square has eight possible facings. The three squares a Small or Medium character is pointing toward are its front area. The three squares behind it are its rear area. The squares to its left and right are its flanks. Larger characters have more squares to deal with, but they still face toward one of eight directions. Their front areas remain the squares in front of them (including those on the front corners); their rear areas remain the squares behind them (including those on the rear corners); and their flanks remain the squares directly to their sides.

For some miniatures, it’s obvious which direction they’re facing; their faces are pointed in a particular direction, and they’re brandishing a weapon in that direction too. But some miniatures look one way and point their weapons another, or it’s otherwise unclear which way they’re facing. To keep things clear at the gaming table, it’s easiest if you mark the front of each miniature with a small dot or arrow on the base. That way everyone knows which way the character represented by the miniature is facing.

Some creatures simply have no facing. See Faceless Creatures, below.

Facing And Movement

Facing has some significant effects on movement.

Changing Facing

As you move, you can freely change your facing, rotating your miniature before you step into each new square. In addition, you can change facing at the end of your move. These rules do not apply if your movement is limited to a 5-foot step; see below.

If you do not move during your turn, or if your movement is limited to a 5-foot step, you may change facing once, at any point during your turn, as a free action. You can turn to face any direction you like, but you cannot change facing more than once. (You can also change facing as a move action, however, if you aren’t using your move action to do something else.)

Normal Movement

You can move into any square in your front area at the normal movement cost. As you move, you may change your facing as you enter each new square. Make it clear which way you’re facing as you move, if it matters (such as when enemies are near), and set your miniature’s facing when you’re done moving. (If your miniature is on a square base, the corners of the base may extend beyond the miniature’s space. That’s okay, but remember that regardless of your facing, the size and shape of your space never actually changes.)

Moving Backward or Sideways

In general, you’ll usually turn your character in the direction of movement before making a move. (As described above, you may freely make such changes in facing during movement.) However, sometimes you’ll want to move without changing your facing, to avoid exposing your flank or rear area to an attack of opportunity while you move. It costs two squares of movement to enter a square on your flank or in your rear area.

5-Foot Steps

When taking a 5-foot step, you can move into any adjacent square, even squares in your rear or on your flank.

You do not change facing when taking a 5-foot step. (You may, however, change your facing once as a free action; see Changing Facing, above.)

Attacks of Opportunity

When the rogue moves out past the fighter, she provokes an attack of opportunity. Because the fighter is in her flank area, he gets a +2 bonus on the attack roll.

The rogue can move sideways past the fighter without facing the direction she’s moving but it costs her two squares of movement to enter each square. The fighter still gets an attack of opportunity, but he doesn’t get the +2 bonus because he’s standing in the rogue’s front area.

If the rogue moves around the back of the fighter, he can still make an attack of opportunity, but at a -10 penalty because the rogue is in the fighter’s rear area. The fighter also gets a +2 bonus because he’s in the rogue’s flank area when he attacks.

Facing And Attacking

In general, a character can attack into any square in his front area without penalty. This means that a character making a full attack should consider carefully when he takes his free action to change his facing. For example, if 6th-level Kroh is beset by a bugbear in his front area and a goblin in his rear area, he can attack the bugbear, take his free action to change facing towards the goblin, then attack the goblin. But he can’t then change his facing again. He’s stuck with his back to the bugbear, which is in his rear area.

Characters who don’t want to change their facing to point toward a foe can attack into their flank areas at a -5 penalty and into their rear areas at a -10 penalty.

Characters can make ranged attacks into any square beyond their front area without penalty, as shown in the accompanying diagram. The penalties for making ranged attacks into flank and rear areas are the same as for melee combat.

Opponent Facing

Not only does your facing matter when you’re attacking, but the facing of your opponent does as well. If you’re attacking from a foe’s flank area (or the squares beyond it, if you have a reach or ranged weapon), you get a +2 bonus on the attack roll. You don’t need anyone opposite you on the other side of your foe. If you’re attacking from a foe’s rear area (or the squares beyond it), you get a +4 bonus on the attack roll.

Sneak Attacks

A rogue can strike for sneak attack damage whenever her foe is flat-footed or whenever she’s attacking with a melee weapon from the foe’s rear area. She doesn’t need anyone directly opposite her to get the extra damage. The standard rules for creatures’ immunity to sneak attack still apply. For example, a shambling mound has a rear area, but it’s immune to sneak attack damage because it’s a plant. Conversely, a phasm doesn’t have a front or rear, but you can still deal extra sneak attack damage if you catch it flat-footed.

Rogue A doesn’t get to make sneak attacks against the gnoll, despite the presence of the fighter on the other side of the foe. But both the fighter and rogue A get a +2 bonus on their attacks because they’re standing in the gnoll’s flank area.

Rogue B may make sneak attacks against the gnoll as long as she’s attacking from one of the gnoll’s rear squares. If the gnoll turns to face Rogue B, she’ll have to move if she wants to make sneak attacks.

Facing And Perception

It’s much easier to see what’s going on in your front area, and much easier to sneak around behind someone’s back.

Spot Checks

Characters take a -5 penalty on Spot checks to perceive things in their flank area (or beyond) and a -10 penalty on Spot checks in their rear area (or beyond). The Combat Awareness feat eliminates this penalty. Faceless creatures (see below) and creatures with all-around vision ability don’t take this penalty.

Readied Actions

You can’t ready an action to respond to a trigger that occurs in your rear area if you have to see it happen (such as a doorknob turning). But you can ready an action for a sound-based trigger (such as the click of latch opening).

Other Considerations

The facing variant requires several other rule changes.

Faceless Creatures

Rules

Some creatures have no real facing because they can move, attack, and perceive foes equally well in every direction. All elementals and oozes are faceless. Also, the following monsters are faceless: lantern archon, assassin vine, chaos beast, darkmantle, violet fungus, gibbering mouther, mimic, phasm, will-o’-wisp, xorn, and octopus (including giant octopus).

Faceless creatures can move or attack into any adjacent square, and they can’t be flanked or attacked from the rear because they don’t have flanks or rears.

Tiny and Smaller Creatures

Tiny and smaller creatures don’t have facing. They can move or attack in any direction and are otherwise treated as faceless.

Feats and Class Features

Some feats and class features provide an additional facing-related benefit to characters who have them. Also, the Combat Awareness feat affects a character’s awareness to his flanks and rear.

Cleave and Great Cleave

The extra attacks granted by these feats can be made into flank areas without penalty, as well as into front areas.

Combat Reflexes

Characters with this feat can make attacks of opportunity into their flank areas without penalty.

Improved Uncanny Dodge

No attacker gets the +2 bonus for attacking into your flank or the +4 bonus from attack from behind you. Only a rogue four levels higher than you can deal sneak attack damage by attacking from a rear square.

Mounted Combat

Characters with this feat can attack into their steeds’ flank areas without penalty while mounted.

Whirlwind attack

Characters with this feat can attack into any area without penalty.

Spellcasting

Spells and spell-like abilities that have areas such as lines and cones emerge from any grid intersection between the spellcaster’s space and his front area. A spellcaster can’t target anything in his rear area with a spell.

Flank Attacks

Some monsters have attacks and abilities that reach flank squares as well as front squares. These creatures take no penalty for making these attacks into flank squares.

Devil, Pit Fiend:Wings.
Dragon:Wings.
Howler:Quills.
Hydra:Bites.
Kraken:Tentacles.
Otyugh:Tentacles.
Roper:Strands.
Squid, Giant:Tentacles.
Scorpion, Monstrous:Sting.

Rear Attacks

Some monsters have attacks and abilities that emerge from or attack into rear squares, not front squares. These creatures take no penalty for making these attacks into rear squares.

Aranea:Web.
Arrowhawk:Electricity ray.
Cloaker:Tail slap.
Demon, Bebilith:Web.
Demon, Marilith:Tail slap.
Devil, Pit Fiend:Tail slap.
Dragon (any):Tail slap or tail sweep (see the Dragon Attacks diagram).
Formian (any):Sting.
Lillend:Tail slap.
Manticore:Spikes.
Naga, Dark:Sting.
Rast:Tail slap, tail touch.
Salamander:Tail slap.
Tarrasque:Tail slap.
Wyvern:Sting.
Crocodile:Tail slap.
Whale, Baleen:Tail slap.
Whale, Chacalot:Tail slap.
Bee, Giant:Sting.
Wasp, Giant:Sting.

Shields (Optional)

If you’re particularly keen on facing, you can add another layer of realism by modeling how shields only protect against attacks from some directions. This “variant to a variant” system introduces a shieldless AC for a character who is attacked from a direction where he can’t interpose the shield between himself and the threat. Shieldless AC is easy to figure: Just subtract the AC bonus the shield provides (including its enhancement bonus if it’s a magic shield) from the character’s normal AC.

A character holding a shield must indicate whether he’s wielding it to the left or right. The shield only adds to the character’s AC against attacks coming from his front area and the flank area on the shield’s side, plus any squares that lie beyond those areas.

The shield spell provides a bonus to AC against attacks from the front area only.

Combat Awareness [General]

You are so perceptive that you practically have eyes in the back of your head.

Benefit

You take no -5 penalty on Spot checks to notice things in or beyond your flank areas. The penalty to notice things in or beyond your rear area is -5.

Normal

The penalty on Spot checks in or beyond your flank areas is -5; on Spot checks in your rear area, it’s -10.

Special

A fighter may select Combat Awareness as one of his fighter bonus feats.

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More Martial ActionsD&D Drinking Game

It has been quite a while since I touched on non-crafting rules, but now that my artisan’s tools series is in the books I think it is time to switch things up a bit.

D&d beyond

One problem I keep running into in my campaign is keeping melee players engaged. Spellcasters have a whole pleathora of ways to kill the pacing of the sessionenemies in front of them, but for the most part your rogues, warriors, and rangers are limited to stab and shoot. I tried to remedy this in my campaign by introducing equipment that focuses on special effects instead of simply dealing more damage, but players don’t always keep these items handy.

Recognizing the need for a more universal solution I decided to do what I do best, quickly introduce a large batch of new homebrew rules to the campaign and hope for the best.

Variety Is The Spice Of (Snuffing Out) Life

The mechanics I propose below aren’t meant to be especially powerful. Many of them involve a series of checks and trade-offs that will often result in standard attacks being the most effective course of action. However, my hope is that these options will occasionally give players a new way to handle tricky situations that lead to exciting and memorable moments.

Lastly these options are generally meant to be used by martially focused characters such fighters, rogues, monks, and rangers; however all character classes are able to attempt these techniques.

Power Strike

Action Type: Weapon attack
Range:
Melee or Ranged

You put more power into your attack. Before you make an attack with a melee or ranged weapon, you can choose to take a -5 penalty to your attack roll. If the attack hits, you add +5 to the attack’s damage.

Characters with the Great Weapon Master or Sharpshooter feat have their attack roll penalty reduced to -3 when using weapons impacted by their respective feats.

Behind The Screen: Power Strike

My main concern with including this technique was stepping on the toes of the Great Weapon Master and Sharpshooter feats. I was less worried about Sharpshooter since the ability to shoot through up to 3/4 cover alone makes that feat worth the price of admission, but Great Weapon Master really leans on the ability to deal crushing blows.

D&d 1 On 1 Rules Variant

The way I worked around this was to simply introduce a clause for those two feats stating that selecting those feats reduces the power strike penalty. Furthermore, I tweaked the hit penalty so the feat enhanced power strike would have a 1.66 damage/penalty ratio, which is less than the standard damage/penalty ratio of 2.00. This way both options remain viable depending on the situation.

Staggering Strike

Action Type: Weapon attack
Range:
Melee or Ranged

You try to disrupt the movement of your target while attacking. Before you make an attack with a melee or ranged weapon, you can choose to take a -3 penalty to your attack roll. If the attack hits the target must roll a DC 12 strength savings throw, on failure they are staggered and their movement speed is reduced by 10 until the end of their next turn. If your target’s maximum movement speed is reduced to 0 as the result of a staggering strike then they are knocked prone. Once a creature is knocked prone their movement is restored.

Enemies who cannot be knocked prone are unaffected by staggering strikes.

Behind The Screen: Staggering Strike

The technique actually went through a couple of iterations. It went from knocking the target prone, to halving movement on hit, until finally the combo platter of a flat movement decrease combined with a potential knockdown. I felt that the first two iteration were a bit too powerful, especially the knockdown variant which really stepped on the shoes of the Battle Master Fighter’s trip attack. In the end I think this is a fairly compelling combat option in the right situation, but I might end up tweaking the penalty up a bit if it is used too often.

Tackle

Action Type: Action
Range:
Melee Only

You can attempt to knock over and grapple your opponent in one powerful motion. After moving at least half of your standard maximum movement in a straight line towards your target you can attempt to tackle your target by rolling an unarmed attack roll.

If the attack hits you then try to knock the target over with your body by making a tackle check, a Strength(Athletics) check contested by the target’s Strength(Athletics) or Dexterity(Acrobatics) check(the target chooses the ability to use). If the target is the same size as you, they have disadvantage when rolling a strength or dexterity check. Creatures one size larger have a standard Strength check, and creatures one size smaller have a standard Dexterity check. You cannot tackle a creature that is two size classes bigger or smaller than you. If you succeed your tackle check then both you and your target are knocked prone, and your target is subjected to the grappled condition.

When you attempt to tackle, your target is able to use their reaction to perform an attack of opportunity on you. The attack of opportunity is assessed before the tackle attack hits.

Characters with the Grappler feat roll their tackle checks with advantage.

Characters with the Tavern Brawler feat are able to tackle as a bonus action.

Behind The Screen: Tackling

This is actually the first new attack variant I wrote. I was always really frustrated by the fact that there was no clean way to use what is probably the most commonly used take down technique in the real world. You COULD do a shove/grapple, but that never made sense to me because in reality even an unskilled person can throw their weight at something and successfully tackle it fairly reliably.

D&d Variant Rules

My main concern with codifying this was to make sure it wasn’t too powerful. I addressed this by requiring a hit check, an ability check, and subjecting the tackler to an Attack of Opportunity. Even with these in place I still believe tackling is an attractive choice in many situations, but it comes with the trade-off of a reasonable chance to fail, and a good chance to feel some pain as a result of it.

Throw

Action Type: Action
Range:
Melee Only

You can attempt to throw a target. If the target creature is one or more size classes smaller you can throw the creature after grappling them with one hand. Creatures of the same size require you to grapple a target with both hands before a throw can be attempted. A throw requires you to make a Strength(Athletics) check contested by your target’s Strength(Athletics) or Dexterity(Acrobatics) check. If you succeed you throw the creature in a direction of your choosing. You cannot throw a creature of a larger size class.

You can throw a same-sized create up to ([Strength Modifier x 5] – 10) feet. This means that you need a minimum strength score of 16 to toss a same-sized creature 5 feet. When throwing a smaller creature your Strength Modifier is multiplied by two for every step down in size class.

Example 1: An Orc with 19 strength is throwing a half-ling. He can throw the half-ling up to ([2(Size Difference)x4(STR Mod)x5] – 10) = 30 feet.

Example 2: An Ogre with 19 strength is throwing a half-ling. He can throw the half-ling up to ([3(Size Difference)x4(STR Mod)x5] – 10) = 60 feet.

The thrown creature is treated as an improvised weapon that deals 1d6 per 10 feet thrown(rounded down) bludgeoning damage, to a maximum of 20d6, to both the thrown creature and the creature that is hit. Creatures hit by a thrown creature at least one size class smaller have resistance to the attack.

Characters with the Grappler feat have advantage on their throw check.

Behind The Screen: Throw

I actually had a pretty hard time with this one. The act of throwing a creature is already a fairly complicated affair, and is made even more complicated if the creature is unwilling. The relationship between the size and strength of the thrower and the throwee nearly resulted in me creating a throw table, but I ended up backing away from that approach.

Instead I opted for a formula that takes the Strength and Difference in Size into account. Using this video of the Guinness World Records furthest throw of a person as a rough benchmark for a person with 20 strength(the person was thrown 5.4 meters or 17.71 feet) I created the formula to throw a same sized creature.

Once the formula was established I was actually pretty happy to see that most other examples seemed to pass the eye test. From there I added the addendum that a creature only needed to use one hand to throw a creature of a smaller size class, and the rules were complete!

I especially like these rules because the double grapple requirement makes this an attractive choice for unarmed fighters, and introduces a solid set of tradeoffs for weapon specialists.

Rules

Lastly if a character is subjected to a condition that would allow a smaller creature to throw a larger one(maybe magically augmented strength), then simply set the throwing creatures “effective throwing size” to an appropriately larger size class while the creature is affected by the condition.

Subdue

Action Type: Action
Range:
Melee Only

You attempt to choke out a creature. If you are able to grapple a target with both hands, meaning you succeed two consecutive grapple checks without the opponent breaking your grapple, you are in a hold and able to attempt to Subdue your target. Subduing your target requires you to make a subdue check, a Strength(Atheletics) or Dexterity(Sleight of Hand) check(you choose the ability to use) contested by your target’s Strength(Athletics) or Dexterity(Acrobatics) check(your target chooses the ability to use). If you succeed the target is knocked unconscious for 1d4 turns. A subdued target immediately becomes conscious if they take any damage or receive any healing.

A subdued target suffers one unit of exhaustion, up to a maximum of one level of exhaustion.

Characters with the Grappler feat have advantage on their subdue check.

Behind The Screen: Subdue

I always thought that it was kind of weird that there was no way to “sleeper hold” somebody in D&D. Given that knocking someone out with a sleeper hold usually only takes about 5-10 seconds, balancing this skill was a little tricky.

I originally thought about messing around with a “temporary damage” system, but ended up going with an approach that turned this into a sleep spell of sorts. I had concerns that being able to knock out a target could be a bit overpowered, but putting the ability behind 3 consecutive contests turns it into a fairly niche ability.

Overkill and Flourish

Action Type: Action
Range:
Melee Only

You can attempt to brutally strike down your opponent out of hopes of weakening the resolve of nearby enemies. When you attempt to overkill a target you impose a -5 penalty to your attack roll, but if you land a killing blow on your target all enemies nearby take notice of your brutal attack. After your target is killed you attempt to unnerve nearby enemies by making a flourish check, a Charisma(Intimidate) check contested by the target’s Wisdom(Insight) check. If you succeed, the subject becomes frightened of you until the end of your next turn.

Overkill is an action with a single weapon attack. Any characters with the “Extra Attack” ability that want to use Overkill forfeit their extra attacks for that turn.

When you attempt to overkill, your target is able to use their reaction to perform an attack of opportunity on you. The attack of opportunity is assessed before your attack hits.

Behind The Screen: Overkill and Flourish

Older DMs often encourage newer DMs to have their player “describe how they kill the creature” when a killing blow is landed. I agree that this is a great way to get a player involved in the game, but one of my concerns is that the descriptions start to lose their effect as they are repeated over time.

D&d Variant Rules Free

My solution was to create an attack type that made these stylized kills more difficult, but mechanically relevant. I think the hit penalty and attack of opportunity mechanic creates a great balance between risk and reward. This new balance makes flourishes more rare, but much more impactful in-game and out.

Final Thoughts

I believe that including these additional rules in your game will not only help get the martial characters at your table more involved, but will also help the DM spice up creature combat. For example an encounter with a Giant Ape goes from a tank and spank encounter to one where the ape is tossing around party members like rag-dolls, scattering them around the field.

As always the DM has final say regarding what the final rule set is, but I think you would be doing everyone a favor if you you pushed for a more robust set of martial actions.

D.cscan Co

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