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View Full Version : D&D 5e/Next Free-form Create Advantage (House Rule)



Altair_the_Vexed
2023-03-19, 06:47 AM
This is a House Rule to replace the role-playing Inspiration rule.

Behind the curtain
We're a group of experienced roleplayers, and frankly, we keep forgetting that we are supposed to be getting Advantage whenever we play up our background character traits - playing the character right is just what we do by default.
So based on the idea that decent roleplaying is supposed to grant advantage, we estimated that we'll have advantage at least once in every action scene - and that the game is intended to be balanced for that amount of advantage on the part of the players.
So rather than trying to keep track of every time someone plays their character correctly (seeing as we expect that to be pretty much ALL the time), I devised this alternative, inspired by FATE CORE.

The player gets to choose between giving up an action to gain advantage on their Bonus action or next turn, or making a quick effort to gain advantage at the risk of consequences if they fail.
The player must engage their imaginative thinking to describe how they are creating the advantage, giving an opportunity to add variety and characterisation to action scenes.

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CREATE ADVANTAGE
You do your best to gain the upper hand, playing to your strengths. On your turn, you can attempt to Create an Advantage, either by using your Action, or in place of your Movement.

As an Action: On your turn, you use your Action to create an Advantage. Describe what you're doing, considering the scene as described by the GM - e.g. throwing dust in your opponent's eyes, repositioning for the high ground, taking a moment to centre yourself and focus.
Uses your Action, always succeeds.

In place of Movement: On your turn, describe what you're doing to create an Advantage, considering the scene, e.g. feigning injury to draw out the opponent, using your knowledge to strike at the perfect moment, remembering the vital advice of your mentor, etc. Make an ability check against DC 12. Your description will decide which ability score or skill you use for the check. The GM may adjust the DC depending on the description, for example, by applying the opponent's ability adjustment to the DC.
If you succeed at the check, you gain Advantage for your next Action. If you fail, you have Disadvantage on the Action, or the opponent gains Advantage for their action (GM's choice).
Uses no Action, may fail with consequences.


Additional option: Retain the Inspiration rule, as well - for games with new players, to encourage good role-play.

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What do you think?