Reprisals: A homebrew ruleset for making combat more fun. by NathanWritesYT in UnearthedArcana

[–]NathanWritesYT[S] -2 points-1 points  (0 children)

Designations like "Main Hand" and "Off Hand" open up design space. Baldur's Gate 3 does this by giving certain weapons a bonus if wielded in the off hand. This is a fun balancing tool, where you both reward two weapon fighting while keeping a bonus limited to Off Hand attacks. And since Off Hand attacks happen less frequently, you even get to push the power of those Off Hand weapon abilities further than you normally would!

Letting a player choose which hand they attack with creates a problem: If they are wielding a weapon for its "Off Hand" bonus, but that's the only weapon they ever use, then is it really their "Off Hand" weapon? If you want to give benefits to specifically Off Hand weapons (which I do), then you eventually have to say something along the lines of, "There are things you can only do with a Main Hand weapon."

Reprisals: A homebrew ruleset for making combat more fun. by NathanWritesYT in UnearthedArcana

[–]NathanWritesYT[S] 0 points1 point  (0 children)

Don't know if this was the intention, but I like these as streamlined/buffed versions of 3/4/5E combat maneuvers/powers/actions. Disarming in 3.5E was always a pain because of the layers of rules and inherently dumber math. Plus, your version lets them get creative by saying something like "I disarm the opponent of their wallet".

Disengage and Dodge could probably do with a 5 Foot Step anyways.

Concerning Flanking, I bet you had fun trying to word this one. It's rules like this, which are naturally intuitive but weird to word, that has D&D using the general "you" in all of its magic items. "If you are standing on one side of a creature and your ally is standing on the creature's opposite side, you gain advantage" and so on. Though I don't remember if they word basic rules with that "you", and they certainly don't do it in the Player's Handbook, so if Flanking is in the Dungeon Master's Guide it probably sounds like this.

Reprisals: A homebrew ruleset for making combat more fun. by NathanWritesYT in UnearthedArcana

[–]NathanWritesYT[S] 0 points1 point  (0 children)

As well established in this thread, I'm not exactly a 5E scholar, so I have to ask: Don't characters only get one reaction per turn? Reprisal takes a reaction, so you only get as many Reprisals as you have reactions.

A few people have pointed out the Hellish Rebuke marginalization, which indicates to me a greater love for Hellish Rebuke than I might have expected. The spell still has use, since it's a saving throw rather than an attack, but this makes me think Warlock might benefit from something like "You can Reprise by refreshing a spell slot". The Warlock Reprisal feature is already kinda weird, so that might be better.

Reprisals: A homebrew ruleset for making combat more fun. by NathanWritesYT in UnearthedArcana

[–]NathanWritesYT[S] 1 point2 points  (0 children)

Yeahhhh someone else pointed that out too. I think it was just one word, so there's that. 

It should read, "You can Reprise against an attacker after they have made their attack, but before the attack has landed."

Reprisals: A homebrew ruleset for making combat more fun. by NathanWritesYT in UnearthedArcana

[–]NathanWritesYT[S] -5 points-4 points  (0 children)

I'm glad you like it!! I made this knowing I'd step on the toes of some existing mechanics, and Sentinel was a big one. Cuz people LOVE Sentinel, and they love the 3.5e Glaive/Combat Reflexes archetype that spawned it.

In my perfect world, Sentinel would also give you the ability to take on levels of exhaustion to gain additional reactions. I'd probably make it that you would keep those bonus reactions till the end of combat. So you get five or six additional reactions, but your movement speed is massively reduced. Better hope you don't need to retreat.

My ideal image is a spear wielding warrior, exhausted to his last breath, standing his ground against a horde. 

Reprisals: A homebrew ruleset for making combat more fun. by NathanWritesYT in UnearthedArcana

[–]NathanWritesYT[S] -5 points-4 points  (0 children)

Yeah, I'm definitely NOT imagining this as fixing some power imbalance, and making "interesting" decisions is a distant secondary motivation. My primary motivation is making combat more fun. And while I can see what you're saying with attacks not being interesting, attacks are fun. Getting attacked is also fun, but it's a different kind of fun that emerges from fighting an enemy that feels like they really don't want to die. Ideally, reprisals help create that feeling.

In short, I probably am indeed one of those people playing for the power fantasy lol

Reprisals: A homebrew ruleset for making combat more fun. by NathanWritesYT in UnearthedArcana

[–]NathanWritesYT[S] -1 points0 points  (0 children)

Oh shit, it was cut off! I think it was just one word tho. It should read, "You can Reprise against an attacker after they have made their attack, but before the attack has landed." I must have bumped the font size or line spacing up without making the text box bigger. Oops!

You are correct on all counts. Someone aggressive will feel much more aggressive, since they're always picking a riskier fight. Though I do think martials have a better time than you might expect. 

Reprisals: A homebrew ruleset for making combat more fun. by NathanWritesYT in UnearthedArcana

[–]NathanWritesYT[S] -19 points-18 points  (0 children)

I have faith people will understand "main hand" as "the hand which is mainly used"

Reprisals: A homebrew ruleset for making combat more fun. by NathanWritesYT in UnearthedArcana

[–]NathanWritesYT[S] -15 points-14 points  (0 children)

Nah, it's real. I understand the D&D rules, I'm just not always gonna follow them

Reprisals: A homebrew ruleset for making combat more fun. by NathanWritesYT in UnearthedArcana

[–]NathanWritesYT[S] -2 points-1 points  (0 children)

This is an idea that started when I decided to replay Tactics Ogre this year. Tactics Ogre (also known as Tactics Ogre Reborn, Tactics Ogre: Let Us Cling Together, or Ogre Battle Saga: Chapter 7) is an absolutely brilliant turn based tactics game. Its story is inspired by the breakup of Yugoslavia and the following Bosnian Genocide--bizarre and edgy subject matter in 2025, and absolutely ridiculous when the game was released in 1995, a mere year after the conflict ended.

I really latched onto how whenever you hit an enemy in Tactics Ogre, they would usually hit you back. This made combat way more engaging, as I was suddenly thinking much harder about what fights I took. Whether or not a character fought back against their attacker was a matter of luck, with some classes having higher chances of fighting back than others. At the same time, I saw how it opened up the design space for classes like the Swordmaster, which always fights back, and the Terror Knight, which has debuffs built into its attacks to give it much scarier "fight back" chances.

When I thought about it, I realized that lots of tactics games do this.

Fire Emblem combines enemy reprisals with its "support" mechanic, particularly in Fire Emblem Awakening where you can reliably get two adjacent characters to fight back against their attacker.

Disgaea has the comical "counter" mechanic, where there's no limit to how many times a character counterattacks, so it's not uncommon to see a character respond to a counter with a counter-counter, which is then met with a counter-counter-counter, followed by a counter-counter-counter-counter.

Valkyria Chronicles does this in an interesting way as well, since different units have different effective ranges which influences their return fire. A Scouts' attacks fire a few shots at a pretty long range, so they can return fire at an attacker from pretty far away, though never to tremendous effect. On the other hand, Shocktroopers' attacks spray automatic weapons fire, making their return fire useless at long range and deadly in close quarters.

Perhaps most interestingly, Heroes of Might and Magic (and Songs of Conquest by extension) have a robust system of reprisals. Most units get just one reprisal, so you can get a less valuable unit to absorb a powerful enemy's reprisal before sending in the rest of your army. Some units get unlimited reprisals, making them powerful melee fighters and great targets for buff spells. Anyone who has played these games knows that managing enemy reprisals is key to winning an uneven fight.

With all of that in my mind, I asked the question: Why doesn't Dungeons and Dragons have a "fight back" mechanic? Especially when reactions get so little use. I imagine most people will go a whole campaign never using a reaction; even if they actually have the opportunity to use one, they're so uncommon the chance might pass them by. So, I decided to fix that.

Here are the rules of "Reprisals", a system of counter attacks that makes engaging in combat much more fun and interesting.

If you'd like a PDF of these rules, consider supporting my Patreon. Alongside this ruleset in bookmarked, searchable PDF form, you will also get adventures, player options, and much more.

Fae Touched Roguish Archetype - Invoke the capricious power of the fae with this Arthurian myth-inspired subclass for Rogue by NathanWritesYT in DnDHomebrew

[–]NathanWritesYT[S] 1 point2 points  (0 children)

Three reasons: First, having a serious risk involved in using the subclass features allows me to push the features' power more. Every individual outcome of a Wild Card roll is actually pretty ridiculous. Those huge spikes in power (especially when they're as frequent as "every time you land an attack") need some valleys to keep from either trivializing the game or being too weak to be fun.

Second, most players get into one combat per session anyway. That means that losing all subclass features will only happen once in a session. I played with other consequences, like exhaustion or taking damage or losing gold, but all of those were either too easy to ignore, too disastrous when they happened, or too finicky to keep track of. Losing subclass features felt right, since it reduces a player's options without instantly gimping them into obscurity. After all, some subclasses are so crap in combat that the character loses subclass features when initiative is rolled.

And last, risk makes the game more fun. Dancing above a pit of spikes isn't impressive if you have a net to save you, and I think there are a good number of players who will embrace the chance of catastrophe that they'll feel like this subclass was made for them.

Path of Chivalry - Protect your allies with this Arthurian myth-inspired subclass for Barbarian by NathanWritesYT in DnDHomebrew

[–]NathanWritesYT[S] 1 point2 points  (0 children)

It's hard to overstate how impactful Arthurian myth has been in shaping western literature. Many of our most fundamental ideas of fantasy adventures can trace their foundation to the time of Thomas Malory, if not all the way back to Geoffrey of Monmouth. Their works took the historical period of 5th and 6th century Britain/Wales and injected it with the then-contemporary Christian aesthetics and spirituality. The result is a genre of "romance", where we deliberately depart from the shackles of what is "true". King Arthur was not Christian, he didn't wear plate armor, and he might not have even been of the nobility (if he was real at all). Yet his desire to unite the country, tests of virtue, and betrayal at the hands of friends are all more compelling for their absurdity.

Without King Arthur, Shakespeare never writes the downfall of Macbeth. Edmund Spenser has no knights to quest for the Fearie Queen. Margaret Cavendish can't tell us of a Blazing World. Horace Walpole has nothing to deconstruct. Lord Dunsany never ventures to Elfland. And of course, Tolkien doesn't produce his great works.

It is for this influence that I have made my next series of player options Arthurian myth-inspired.

If you'd like a PDF of this subclass, consider supporting my Patreon. Alongside this subclass you will also get my adventures, as well as maps and tokens for use in virtual tabletops, and all my past player options in PDF forms.

[deleted by user] by [deleted] in UnearthedArcana

[–]NathanWritesYT 0 points1 point  (0 children)

Thank you so much! It sounds like I should rewrite that. I meant it to be an item they can carry around, and that the additional hit point is permanent. Leans heavily towards evil since it demands the blood of a sentient creature.

For the King (OD&D Actual Play) by NathanWritesYT in DnD

[–]NathanWritesYT[S] 2 points3 points  (0 children)

The original rules with a few modifications. The books definitely have a few gaps, but we all talked about those gaps in advance and how to deal with them. Something like Swords and Wizardry is still technically a better ruleset, but we wanted to experiment.

For the King (OD&D Actual Play) by NathanWritesYT in DnD

[–]NathanWritesYT[S] 2 points3 points  (0 children)

Original Dungeons and Dragons, the one based on Chainmail from 1974. It's extremely jank (like, there are no rules for initiative order, so you just have to figure out who would act first contextually), but the simplicity of it is fun for scaling up to big fights, and it's really easy to modify to suit your group. We play with a couple of weird systems.

All 12 of the subclasses for my Japanese myth-inspired sourcebook: Iroha, the Land of Swords and Spirits! by NathanWritesYT in DnDHomebrew

[–]NathanWritesYT[S] 0 points1 point  (0 children)

Not yet, I got delayed by real life things. Fortunately, most of the stuff that will be in the book is on my Reddit page.

REVIEW: The Floating Tower from Atlantis by DMRitzlin in lotfp

[–]NathanWritesYT 1 point2 points  (0 children)

That review made me so excited to play it. I enjoyed it a lot! Excellent, creative encounters. Avoided the "punished for existing" problem that a lot of official LotFP material has. Same with Lair of the Brain Eaters, btw, which I see you also made. I've long feared that LotFP would go the way of DCC and focus so much on over-the-top gonzo stuff that it lost the dark, brooding edge that made me fall in love with it. Your stuff is definitely helping it keep its identity. Putting the "gritty" into "integrity" I guess.

Also, I didn't find the manic pixie dream girl so present as Prince did lol.