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Coach I love your ideas and I love you bringing bob in! I'd love to see more collabs on this channel, and MonarchFactory has some awesome homebrew ideas.
This comes at a perfect time. I have a Barbarian playing my my campaign that’s really into mixing up his attacks. I don’t want to discourage his creativity by nerfing his results. This is a great way to reward creative play and not punish that creativity when the normal “I attack” will do way more damage.
Throwing object into wall: Runequest had a deliberate knockback into object ability, that object was also knocked Prone. So your example not only have you shifted target and damaged it but he could be prone on ground for an opportunity attack when he stands. Also you've used your STR rolls against them which might be a better option to damage than exceeding the AC.
Range 5/15 creature the same size 10/30 creature one size smaller 20/60 creature more than one size smaller Creatures like goliaths that have a carrying capacity one size larger than their actual size count as one size larger for throwing, so a Goliath could throw a gnome 20/60
I tend to be very flexible when allowing players to hold their initiative. If characters are in a hallway and their ranged character gets stuck facing an enemy and boxed in, I allow them to do things like hold the warriors action, the ranger uses his disengage action and switches positions with the warrior and the warrior gets to make his attack. I'm not sure if that's the way the rules work because I think a character only gets to use an action for a held action but I think its fair. I do something similar if all the characters are in a hallway or moving in a column and the party gets close enough to enemies or something else they have to react to. In that situation I have everyone roll for initiative but have the initiative start with the front character. Sometimes when that happens I also allow characters to use a held action if their action was supposed to be first depending on how the round plays out.
Awesome tips for making combat more interesting and dynamic. I have become a big fan of making monsters more unique by giving them something new, fusing monsters together, or making a symbiotic relationship. Unique/Named monster: I built a troll for the party to fight called Barren. He wielded an ogre's greatclub and gave him some baseball-style abilities. Home Run: On a successful grapple, he tosses the PC into the air and hits with advantage. Takes greatclub dmg and gets knocked 30ft. If another PC is in the way, they can make a str/dex save to catch or dodge, failure means they both take 30ft fall dmg and are knocked prone. Recharge on a 5 or 6. Fastball: Same as a giant's rock throw ability, but with a PC. Symbiotic Boss: Made a wererat bard of whispers who used a Rat King (Tome of Beasts) as living armor to keep him safe so he could cast spells while it attacked the party. Made it a legendary creature with sewer-related lair actions for more interesting combat. Symbiotic monster: Animated armor wielding twin animated swords. Now it's more dangerous since it appears to be a brutal single creature (but is actually 3). Even when the armor is defeated, oh no, the swords were their own creatures the whole time. Fusion monster: Bearskin rug of smothering: Brown bear stats with rug abilities. Swallows a victim and can still fight while smothering for a more danger. A little creativity can be a big game changer.
Vile Kurr WOW I love those! It made me think of an animated armor monster that engulfs a player and they have to fight it while it’s AROUND the player, possibly damaging them! Cool ideas!!
I've implemented a new home brew mechanic for all characters I call legendary actions that we haven't got to play test yet. All creatures, including players obviously, get a new resource pool equal to their proficiency modifier called "legendary actions." This pool lets them sacrifice a normal special ability they have, such as a spell slot or battle maneuver, to perform something a legendary character would be able to do but the rules don't provide mechanics for. This includes many of the things you suggested and also things like a charge attack, a slam attack (a charge but instead of a normal melee attack, a push or knock down attack), combining skill checks to do unorthodox movements or actions, such as jumping on a dragons back, swinging from a chandelier, etc, or anything else they can think of. For right now I'm going to be trying it with being able to restore one legendary action per long rest. It doesn't make sense to me why a paladin would be able to smite people but not be able to make a charge attack unless they have a feat or why an ogre wouldn't constantly be trying to throw people, hit them so hard to knock them back or be trying to trample smaller enemies.
Great vídeo!!! But the name "bolas" for the weapon should be "boleadoras", the original name in Argentina for that; in latin América, "bolas" can easely be translated as "testicles".
Such a great video. I’m working on my first home brew campaign where it’s Transformers inspired and the party of warforged will eventually unlock the ability to combine into one much larger form. So these ideas are really helpful for so more teamwork combat.
I appreciate that! It’s funny you mention Beast Wars because the team will unlock a “beast mode” and gain some additional abilities that are on theme with their beast mode. Or that’s what I’m hoping to pull off. And the main quest giver is a high level druid that is the source of these beast mode gifts. Thanks again for the video your content is really helpful.
@@TheDungeonCoach Right?? And it totally adds value to those species that get Powerful Build, as in its current form, it only really seems to come into play if you use encumbrance.
For the sake of throwing, Valor Bards just became HILARIOUSLY fun if using expertise and inspiring your throw. D&D lacks a lot of degrees of success for higher throws, so i like how this throwing system makes bardic inspiration more fun. I love the combo moves and maneuvers. Very 4E, but I love the idea of using spell slots or attacks together during held actions. I love that team-up supercharge!
>Can use his action to give the barbarian 15 extra damage, make him take 15 damage, and do so with an attack that does 30 Just SHOOT the enemy right before the Barbarian hits him its a net negative to charge the barbarian
I was thinking on using Giant Spiders (PC is a ranger) for restraining big targets (the GS would use their webs for tying up or anchoring a specific part of the target's body, like the legs of a giant or the wings and tail of a dragon) Pretty much doing like in Gulliver's Travels. My question is: if multiple anchors or layers of webbing are used, does that raise the CR of the Strength check for getting loose? (By how much?)
Awesome ideas! I've been inpired by a lot of video games like Shadow of the Colossus and Monster Hunter for combat mechanics. I'm excited to see more videos on combat homebrew.
We came up with a combo to levitate our clerics shield, with the barbarian on it. To max height.(dms discretion) and double his weight coming down off of it with graviturgist wizard. Barbarian atom bomb
Another great idea for 2 player combos would be if for say like 2 players do a side quest during some DT and ended up killing a mini boss. Upon their killing blow they did the combo and now have that opinion to do it in combat in tandem
Even though it wasn't covered, I think it's clear that two free hands are needed in order to throw an ally or enemy for 10+ feet. The normal shove action only allows 5 ft. Open Hand Monk and Battle Master fighter have resources they can spend to attempt to shove a creature 15 ft, so it is costly. Athletics check in feet to throw a smaller sized enemy is still a lot! I think it is only natural to subtract the Acrobatics (or Athletics) check of the 'throwee' from the contested roll, for a minimum throw result of 5 ft (like a shove to another space within reach). WAIT. Round up the difference of the contested rolls per 5 ft so 1+=5ft, 6+ = 10ft, 11+=15 ft and you're good to go! d6 per 10 ft is also reasonable. A similar cantrip causes 1-3d6 as an action. If you take flanking and reach for attacks of opportunity into account it can be great. The DMG has a variant rule that covers Shove Aside which is a contest to shove an enemy just 5 ft sideways as an action. If a creature needs to be grappled beforehand with two hands, that's roughly similar :) Also know that making the throw an enemy of the bridge becomes very easy using the rule when you just count the Athletics check. Subtracting Acrobatics makes it a bit more natural and less of an insta-kill, go to move all the time. Throwing your halfling rogue (10+7+10+11=) 38ft vertically upward doesn't like this make much sense to me. At least halve it x) A high jump in itself is only 3+Str mod if you have ran 10 ft beforehand. Normal jumps using the jumping rules cost you your speed so you still can't exceed 30 ft without dashing. I think the intend here is to ignore speed? Well... Maybe. Super acceleration let's go then! I like the concepts so I might try this. I've made the second benefit of the Grappler feat available for all PC's too, with the ability to target head or limbs. With disadvantage if using one hand. The grappled target cannot use its limbs or mouth (+suffocating) but can repeat the contest before taking an action using the related ability (spell attack when spell or str/dex for other attack) to try getting loose from the hold back to grapple. With advantage if the grappled target is bigger or disadvantage if it is smaller. Well this is just a sketch, haven't had any chance to try it yet lol. It feels similar to the throw. Maybe if you allow throwing with one hand but with disadvantage it will feel like two handed throwing is a really tough thing to do, which is nice if it succeeds. But also badass if you succeed with disadvantage! ... I should have typed this out on my PC. Welp. Tell me what you guys think :D I will still have to try it out. I should also mention that I allow shields to be donned as an item interaction and dropped on the ground without any action required. So you can drop sword and board at the same time.
Jelte I think you have a GREAT Homebrew mind and balance comparison! I didn’t even think about the above action and comparing this to that! You need to join my discord and get in on some Homebrew crew talks! I like where you ran with it to! Good stuff for real!
@@TheDungeonCoach oh right, I'm in the Discord but I didn't have time to keep up with all the chat xd Though I'm interested of course. By the way, Strength (Athletics) is the *only* skills that is related to jumping distances in 5e, while Dexterity (Acrobatics) might focus on the landing. I feel like Athletics is the more appropriate skill here. Strength deserves more love. But it will mostly be Dexterity characters that would appreciate the rule. So you could also allow Athletics or Acrobatics to be added (or subtracted), the throwee's choice. www.dndbeyond.com/sources/basic-rules/adventuring#Jumping
Hey DC, have you considered running popcorn initiative? I will be running a large group in a few months and was thinking of giving it a try. What do you think?
Your rules are over complicated. Keep it simple. You can throw a creature of your size or smaller 10ft. +10ft per size category smaller than you. Medium 10ft, Small 20ft, Tiny 30ft. Simple. When you try to throw a creature you have grappled look up the rules for "Shoving a Creature" in the combat section of the PHB. Apposed athletics / acrobatics checks. Keep the distance the same for throwing an ally and target is knocked prone after thrown. As per the rules for Fling type attacks you can add in target suffers 1d6 damage per 10ft thrown. Now your throw rules leave out the most important reason to throw an ally as a combo attack, your explanation sounded cool in the beginning And I was curious on how you can do a combo attack thing that was worth the difference of just two creatures taking their normal attack actions. But if you made something too good players would be throwing each other and enemies all the time. Or there may be a sweet spot to throw someone based on character level IE it's only good to throw someone before you get Extra attack at 5th level then it becomes useless. So with that in Mind I would Do something like this. Action Throw an Ally to aid an attack As an action make a DC 10 Athletics check to toss an adjacent Ally of your size or smaller, if you fail this check ally is thrown 10ft suffers 1d6 damage and is knocked prone. If you succeed on this check your ally is launched into the air. and on the Allys next initiative he finish the distance traveled as his move action, moving 10ft + 10ft per size category smaller the ally is from you threw the air and makes a melee attack with advantage against the target he was thrown at. If the attack hits the target deals an additional 1d6 damage per 2 character levels or CR of the thrower, plus the throwers strength modifier. The ally must succeed at a DC 10 Acrobatics check after his first attack or fall prone in a space adjacent to his target and suffer 1d6 damage. So at Lv a 16 str human fighter can toss the halfling rogue 20ft the rogue gains advantage which allows him to sneak attack and gains an additional 1d6+3 damage on his attack. And the skill checks are in their only really to stop characters where this concpet is not a good idea. IE Halfling wizards throwing the orc barbarian so they could hit really really hard. Has it's uses not more damage than the fighter can do on his own but when it grants the rogue advantage and opens the door to sneak attack this may be useful. In specific circumstances. At lv 5 this bonus becomes 3d6+4 with an 18 str fighter. Still not more than the fighters 2 attacks with his greatsword. But still kinda useful.
That is a GREAT homebrew! The only part I don’t like is the second part of the throw happening on the other persons turn, so I’d do some held actions or held initiatives. But everything else sounds awesome. Each system has their advantage, and I love that this video has caused you to create that just now! Good work!
@@TheDungeonCoach Yeah the part about it happening on his turn was rattling around my head for a while. Since technically if that happened the monster could get a turn before that and move further away from when the the attacker could reach on his turn. One way around this would be the character being tossed could use his reaction to make the attack so it all hapens on the throwing characters turn. But the damage scaling would need to be reduced. As we are no longer balancing it to two characters giving up there main action for that round. While I love the concept of teamwork attacks that are creative and unique and I have my own homebrew system for this in a d10 superhero game I wrote. It's much harder to implement in D&D because of how actions work. Mainly because each individual instance of a teamwork type attack needs it's own unique rules. Basically I think you could flush out several examples of teamwork type attacks but in D&D they may need their own limited resources to be expended to work. Maybe something as simple as each character could call for a teamwork attack with one other player once and have it recover on short rest. This way you could make teamwork attacks more powerful than regular actions. This makes them cool, effective and also rare. so your not a orc barbarian master of halfling tossing who only uses this one technique over and over again. The downside to this is you give much more power to the players. and 5E characters are already so very powerful. But it's cool
A thing I really love from a separate system called Open Legend is how they handle Bosses. Boss creatures get something called Edge which gives them a few extra turns at the end of the initiative order to help combat action economy.
@@TheDungeonCoach Yeah. The system has definitely allowed me to create pretty interesting bosses. It lets me get away with using some of their abilities instead having bosses that can only be hard hitters or damage sponges. One of my favorites is creating a magnetic boss that would rip up clouds of shrapnel or barriers, forcing the players to be careful with their movements.
Monk and Druid. Druid turns into a Wooly Mammoth and throws the monk at enemies. Wooly mammoth can throw farther than a human and use that trunk as a catapult. LOL
One thing I did was create a lasso to grapple enemies at range then pull them around which as great when the druid casted spike growth meaning the paladin couldn't reach the enemies he was trying to smite into the ground. So, I would toss the lasso out to get the grapple then drag the enemy out of the spike growth dealing a lot of damage then the paladin would be waiting to attack the enemy as they came within range.
Hexblade warlock, who would shot his eldritch blast at the barbarian, and the force damage he took, halfed was an aoe at the end of his rage, but he had to say, "I drop rage" to use it
The combo i want to try, with a halfling rogue in the party, is me, as human Barbarian, pick up and throw the rogue over the enemy, so that, when the rogue Lands well, he can do a sneak attack backstab, followed by my raged Path of the Beast wolfclaws to the enemy's face
The Dungeon Coach maybe I convince my dm to allow me to throw lighter mediums like an elf by 1/4 while heavier ones such as dwarfs 1/2.... thanks for the response and feedback!
So I need some help brainstorming. I'm implementing the combo moves in my homebrew campaign. I have a Wildfire druid, Rogue, nordic themed barbarian, and Drakenwarden Ranger. Help brainstorming please
Here's the weekly video! (totally missed when you said it would be a noon launch, lol) Another killer DC video! Lots of nice things to take away (as usual). I liked Bob's ideas with using nets and bolas and sand. Nice and simple! One of my characters in a previous campaign used bolas, rules taken from the Unearthed Arcana I believe (with some homebrew tweaks). And dangit! I still need to purchase those pdfs! Gonna do that this week for sure. Too many dang good things to keep track of without an official Dungeon Coach PDF! I'm in the process of planning out a nice team Skill Challenge for the epilogue of the Tomb of Annihilation campaign for this Wednesday - using lots of the ideas and tips from your two videos, so thanks for that! I'll share how it goes on the Discord channel. Stay safe!
Jake Van Dongen oooooo if someone had that as their main character focus I’d give them a passive cantrip that can do that with a spell casting based “check” to throw them that far too! Nice idea!
Haven't watched a video of yours in a few weeks. And I definetly need to catch up on them. I love the ides of regrowing armor that need's to be shattered before doing damege to the creature. Bringing little puzzles for the players to solve into battle is the best chance for improvement of long battles! Awesome video as always, and I'm glad to see you collaborating with other D&D creators.
@@TheDungeonCoach yeah man, huge video ideas, and some that I was really hoping to get. Especially on how to make a horror setting, Halloween is coming up and I wanna make something spooky kkkk
This gave me a lot of really cool ideas. :) Barbarian throws the goblin at Cleric, who catches it. The Rogue, next to the Cleric, sneak attacks to finish it off.
A Pack Tactic from Werewolf The Apocalypse Fur Gnarl: Usually performed by two Garou in rapid succession, this attack consists of the first packmate stripping away the natural protection (or even artificial armor) of an opponent, leaving a vulnerable spot for the next packmate to attack.
Hey, great video! Hopefully you were kidding about no longer naming the time outs! I'd love to hear your thoughts on the game Goliaths play, called Goat Ball. It's in Rime of the Frost Maiden. It's like Dodgeball meets The Floor is Lava! Maybe you can even homebrew some more complex rules for it. Keep up the good work, man!
Kaloian Dobrev I saw it and I want to make a whole video on it! I have a sport already homebrewed called bash ball, so I could totally combine the two!!
I like group initiative for this reason. It's most often other PC's that they want to delay for. Shadow of the Demon Lord also has an interesting initiative system with fast and slow turns xP
@@TheDungeonCoach Yes! I'm a huge Zelda fan and I love the idea of coming together to open up a weakness to take down a boss. I'm DMing for the first time and this is totally the type of this I was thinking of for my BBEG.