This is the kind of stuff that makes combat fun for me. I once had and encounter where we had to fight a young dragon that was flying around shooting it’s breath weapon at us. My illusionist was the only one who could hit at range but I didn’t have any heavy hitting attacks. I don’t remember what spell I used, but whatever it was it knocked the dragon prone, causing fall damage and letting my teammates go office space on it. It was one of my favorite moments.
For the idea of boosted help action, I'd love to see it give +Proficiency or +dice from d4 at +2, d6 at +3, etc for bonus Damage. I think this bonus die can also be given for Flanking instead of using advantage. This shared language can simply be a "Boost die" or something.
I 1000% agree with that flanking rule. Advantage is too much and takes away from creatures that have pack tactics. +2 and add for each is the way I’m playing it too.
I don't understand the benefit of two casters casting the same spell at a combined level. Short of increasing a spell's save dc or something, you're doing less damage. If it's because it's the cool thing to do, go for it, but maybe I'm missing something.
The d10 rule just make the game so easier . All homebrew house rules brake the spirite of the game. You should try to play vampire masquerade or m&m if the rule of dnd 5e
It sound like he was saying, wizard of the coast don't know how to make fun game , I like yoir bon builder channel Bu that guy bring nothing new for me.. all the homebrew he showing is some stuff that i already saw on 4 chan , he is talking like he invented those home brew rule , but they always have existed , 4chan have a tone of home brew rule
The problem with fighters, rogues, and wizards is that while it’s easy to to role play being strong or dexterous, it’s pretty difficult to role play being smart. A bigger problem is a poorly played caster can kill the party, even if on accident.
Fighter: Alright guys, I got em grappled! Rogue: awesome, this hallway is only 5ft wide so we shouldn’t try anything brash haha, I’ll just come in from behind. Wizard: *holding 8d6* I didn’t ask how big the hall is, I said....
For the cooperative spell casting I’d probably cap the total level the spell can be to their proficiency bonus, cos a bunch of 9th level slots may be a bit too much, but other than that I’m totally using this. Great stuff!
Don't think this is necessary. Fact is, at least for damage dealing spells, casting the spell at the level it starts at is more efficient, with higher slit versions being weaker than using two of that same spell. For this reason I'd actually argue the opposite, granting some bonus for the higher level spell slot. Perhaps it doubles the bonus for the upcast spell, for example fireball does 8d6 damage for a 3rd level slot, upcasting adds a d6 per spell level above it. Even doubling the upcasted bonus to 6th level using 2 3rd level slots, the damage is still less than two fireballs. Alternatively perhaps the upcasted version also gives disadvantage on the saving throw, making the combo spell easier to land the full effect, perhaps with the limitation of each caster using the minimum slot for that spell, such as both using a 3rd slot for fireball.
I'm playing as a barbarian. Me and the wizard came up with a move called toast protocol. I grapple an enemy, attack them and then he casts create bonfire under them. Next turn i shove and attack again. The creature now has to break the grapple in order to move or attack me with disadvantage, its also taking 2d8 fire damage per turn from the bonfire and the wizard didnt even need to use a spell slot.
I like that back to back rule. If PCs are in a line fighting together, you could give them a similar bonus - call it shoulder-to-shoulder , but maybe that's a lot of bonuses to keep track of, or requires shield or special training to be able to perform.
YES!!! Teamwork mechanics are badly lacking in D&D currently. I tried a homebrew rule for some kids where each round I gave them each an individual action and then one collective teamwork action. The climax BBEG had an extra attack to balance it out a bit. They succeeded in wrapping a rope around a big spider, but failed to restrain it. Cue classic action movie trope of being dragged by a horse or truck! 😄
Hey! So glad to be back and watching your videos! I took a break to make sure I could keep up with school, and now I'm back! I would love it if you could make a video about playing DnD and keeping up with all of the other crazy things going on. Maybe even tips or insight into virtual campaigning. So glad to be back and getting to watch all of your awesome content! Keep building!
Flanking has done wonders for my player's cooperation. I don't use Advantage so that they look for more opportunities for advantage, and instead give a flat +2 to attack rolls (inverse of cover). That flat bonus can make it so that a target with an AC too high to hit outside of a crit can get bumped down to a feasible chance, and then advantage can apply from something else, like Faerie Fire or Shove.
I don't like "flanking = advantage" because of things that trigger off advantage and the benefit is too big. +2 would be okay, but goes against the "fewer, more impactful modifiers" philosophy of 5E. So at the end of the day? Nah. Flanking can stay in the past.
Re: Back-to-back, an intelligent enemy might already not want to be in the purple space because that would likely put them in range of both attackers. Just off the top of my head, I think I would like to try... while back-to-back, enemies provoke opportunity attacks from you when they enter your reach (like Polearm Master) . Since their buddy is covering their back, they're a bit more aware and can focus on their side.
😍 Bob World Builder and Dungeon Coach in one video?!?! And I def. Recommend the Dungeon Coaches combat options pdf, it really changed our game!! Combat has never been so fun and dynamic!
I came up with some combos for my party to do; one is pretty basic, mage casts Haste on the Rogue and the rest is history, but the other is the Bard cast Bestow Curse and imposes a Wisdom save disadvantage, then the Paladin casts Hold Person, which is a Wisdom save. If it works, boom, everyone gets an auto crit if you're within 5 feet
I don't really like the part with the disarming. It is very very very difficult to disarm somebody in combat. That should be reflected by having a extrem high chance of failure. So for example u make an close combat attack for disarming with disadvantage and the enemy has rolls for the same attack but with advantage on the defense.
Rules Attorney here: At 8:29 the cover rules in the DMG actually already cover that to a degree (pun intended). If any corner of the attacking creature traces one or two lines to any corner of one of the squares controlled by the attacked creature that are intersected by the space controlled by a third creature (including allies of the attacker), the attacked creature has half cover. I know it's kinda complicated to explain but easy to see once you get it. EDIT: It's in the intermediate space where you do not get cover though.
This is how I use my Monk! No weapons, I just get in there and trip-up, shove, grapple, etc. Gotta share the love! BTW! I can help with your bonsai. How do we message on RU-vid!?
So, I'm sure I'm in the minority of viewers here, but I'm not a huge fan of system mastery videos like this one and the recent environmental hazards video last week. I rarely run D&D, but I use its modules for other games/systems I like better. The very detailed and comprehensive breakdown of Icespire (with super cute accompanying examples of the actual play) was invaluable to me running Icespire and had great advice for working from modules in general. I'm not sure of anyone else aside from like Fear of a Black Dragon that does anything like that (and they only spend an hour or so on a whole module and they don't even go past 1st edition), but there are hundreds of D&D system mastery and rules explanations on youtube and podcast world. All that being said, I still love your videos and get excited when I get a notification every week so I might be stuck watching them all forever no matter what you put out, haha. Anyway, just my two cents (and again, as a not just D&D player, I'm in the minority).
Well if you’re in the minority, I’m there with you! I’m not much of a rules guy except for tweaking things in the name of fun. The wilderness video was my due diligence for all the DMs running Frostmaiden who will be using those rules. From here on out the series will be more like the DoIP series :)
Fun! Im planning on trying something similar to the cover rules. If 2 enemies of a target have their centers intersect their square (and not also an ally's square), then those enemies get a +2 to attack rolls. If their centers intersect the center of his square (and not an ally's square) they get a +5. This makes it advantageous to surround enemies, with the biggest bonus being at their back. But being surrounded can be largely negated by fighting "back to back". I'll keep these other variations in mind as well and we'll see what works best.~
Just saying, that 1d10 homebrew is nice, and I ain't saying this because i was considering help action to grant half the discarded d20 as a bonus to the check/attack & damage... literaly the same rule but without rolling an extra dice
Okay, so I'm a Tiefling Fighter and my companions are a barbarian, a rogue, a paladin, I think, with burning hands and a wizard with communication spells along with illusion and fireballs. A couple ideas I have in mind is distracting an enemy with trash talk as the rogue sneaks up to stab him in the back, or prone my enemy so the barbarian can crack his skull in. Another idea I had in mind is having the wizard cast an illusion spell allowing me to slide behind and stab my enemy with my longsword.