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Repetition and Complexity

🕑 Added 2024-12-10 14:37:08 +0000 UTC

Comments

Little Fadeleaf

D&D 3.5 uses +2/-2 for every beneficial/detrimental factor that isn't explicitly codified elsewhere - got a clear shot from high ground? Gain +2 to hit. Stand in an awkward spot that doesn't allow stable footing? Make the shot at -2. Adding flat numbers isn't the massive obstacle 5e thinks it is.

Swiss Calavera

I love getting rid of the wash of Adv/Dis cause it is way too catchall. For these rules I think your cover mechanics work for low levels, but especially for half cover become obsolete too quickly. Base 5e adding +2 and +5 for cover is actually pretty good I think and gives you a floating value. I think your 25 for creatures you can't see but aren't hidden is a great rule for obscurement, but RAW would mean that you could hit someone behind a wall, unless you're considering a creature behind cover to be hidden, which then conflicts with things like tremorsense. Small bug I think. Your obscurement rules are amazing here and if I can get my players to remember them I'll be putting them in asap. It also makes me want to rethink lighting in terms of obscurement. If dimlight gave you light obscurement, and Darkness heavy, I think you end up with darkvision still working, but lighting still being better. And you end up with a much more realistic take where you could still hit something at the edge of shadow at disadvantage, but you're blindly firing vs 25 AC if it's past that 5ft range. I think obscurement could also use a two overlapping light obscurements of different types make heavy obscurement, so you could have heavy rain, and heavy fog giving something additive. Maybe that is better suited to a rule on the obscurement itself than core though.


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