
Movement in Theater of the Mind for DnD 5e
Streamline combat by declaring intentions, using simple ranges, and resolving maneuvers with opposed checks to keep TotM battles fast, tactical, and fun.
40 posts found
Streamline combat by declaring intentions, using simple ranges, and resolving maneuvers with opposed checks to keep TotM battles fast, tactical, and fun.
Streamlined Shadowdark mount rules: melee bonus, charging with polearms, risks of bolting, gear and barding, mounts and costs, plus travel flavor.
OSR-inspired herbalism rules add strategic foraging, preservation checks, an expanded herb list, Ranger balance notes, and GM tips to your Shadowdark games.
Proposes a universal 10s/5s critical scheme for Chaosium percentile games to speed resolution, add special failures, and reduce sheet-checking.
Revamps exhaustion in 5e with -1 per level, gains on crits and death saves, class Shake It Off, and clearer recovery, adding tension, stakes, and teamwork.
Homebrew options for arcane pet play: animate weapons, clockwork constructs, and mephits, with balance notes, scaling, and narrative discovery hooks.
A proposed 5e house rule ties risk to negative HP and CON saves, raising urgency, nerfing Healing Word, and making knockdowns matter again.
Use a concise pitch deck to attract the right players by outlining premise, tone, rules, schedule, and boundaries, plus tools and templates to get started.
High-risk magical sites let casters supercharge spells via attunement and metamagic checks with failure risks and rarity tiers, giving DMs rich hooks.
Proposes a streamlined Mark rule: if you hit a foe in melee since your last turn, you can make one opportunity attack each round without using your reaction.