Most D&D players have their favourite version or edition of the game. A lot of people (including myself) have fond memories of 2nd edition. I know a few people who are particularly fond of Original D&D, while other found the game during 3.5 or 4th, and those editions will always hold a special place in their hearts, and understandably so. Personally, I’m quite happy with 5e, and for a number of reasons that I won’t get into here.
However, you may find that 5e is at times a bit too simple, or that your players’ characters are a bit too powerful and overcoming encounters a bit too easily, or maybe you’re just finding that combat is getting a bit…staid. There’s a number of things that you might consider trying, but here’s a couple of small table rules that can add a bit of variety to combat and a touch of realism as well.
Shields
The first rule deals with shield use, and brings forth a simple fact of reality: you can’t use your shield to block an attack that comes from behind you. Now, real world truth: yes you can be turning around to block someone if you know that they’re there; yes, you could spin dramatically to defend yourself from an opportune strike, and those are both things that you would logically do IF you were using the dodge action. So here’s the rule:
When a character using a shield is attacked from behind, their shield bonus is not added to their AC against the attack unless they are dodging.
What it does
A couple things:
First, characters who have an AC of 20 to 22 at level 4 (yes, I’ve seen it) have a chance of being hit by things, which keeps the element of danger a bit more imminent.
Second, it gives players a reason to think a bit more strategically about how their characters act and position themselves. Melee characters may find themselves less willing to get surrounded, knowing that they’re easier to hit.
Dexterity Bonus
There used to a be a concept called “flat-footed”, which basically meant being caught unaware. This isn’t currently in use in 5e, but I think there’s a time and place for it. Here’s the rule:
When a character is subjected to an attack that they are unaware of, they do not add their Dexterity bonus to their armor class against that attack.
Why Would I Do That to Someone?
Again, to add a bit of realism and increase the danger.
5e makes heavy use of the advantage/disadvantage rule, which works fine, but no matter how high your dexterity is, if you’re chilling by the campfire and someone with a longbow takes a shot at you from 600′ away, you aren’t dodging to avoid it, because you don’t know that there’s an arrow coming with your name on it.
When and Where to Use These Rules
There are groups I wouldn’t use these with because the characters aren’t super tanky, they already struggle with combat, and the focus is more role playing.
On the other hand, some groups are the opposite, with characters who have high AC, tactical thinking as a group, and they breeze through combat without any real effort.
Frankly, some groups would love some more complex combat rules.
Be Fair
If you do choose to use these with a group, use them fairly. If you apply them to the party, apply them to NPCs as well. This lets your players use the rules and the realism that they afford to act more methodically and think more like real world combatants. As with any rule, either apply it across the board, or don’t use it. Talk to your players about making combat a bit more complex, and even ask them about what they want to try in combat.
I’ll have some other variant rules to share soon. In the meantime, keep having fun!