TDLR; I'm trying to create a ruleset for corridor combat that makes it more fun for my players. It is listed below and I am taking feedback
So....I'm a DM. My party has made their way to a massive, convoluted labyrinth filled with cramped corridors, environmental hazards, and monsters designed to scour the maze's corridors for trespassers.It also has the lighting/light levels of Rain World's Filtration System but that's not important right now
Anyways due to environmental conditions, my group is likely going to be dealing with a lot, and I mean A LOT of corridor combat. D&D 5e doesn't have rules for corridor combat unfortunately, aside from them just being a potential environmental inconvenience in a fight.
So I've attempt to throw together a rule set for a more in-depth corridor combat:
Feel free to let me know what you think! I want to try and make this as fun as possible while also providing a unique experience for my party.
So....I'm a DM. My party has made their way to a massive, convoluted labyrinth filled with cramped corridors, environmental hazards, and monsters designed to scour the maze's corridors for trespassers.
Anyways due to environmental conditions, my group is likely going to be dealing with a lot, and I mean A LOT of corridor combat. D&D 5e doesn't have rules for corridor combat unfortunately, aside from them just being a potential environmental inconvenience in a fight.
So I've attempt to throw together a rule set for a more in-depth corridor combat:
Quote:
Corridor Combat Rules:
- Frontmost member in a combat group has advantage in attack rolls, but suffers disadvantage from Dexterity saves on attacks coming from the opponent.
- The frontmost or second-to-frontmost member can employ a reach weapon to force disadvantage against melee attacks.
- The back-half of the group suffers disadvantage when attacking with melee, however are also treated as if they have three-quarters cover. Ranged attacks, such as projectiles and spells, make an attack roll with no advantage/disadvantage, however upon a failure, the attacker must roll a d6. On a 6, the attack hits a random adjacent target.
- The backmost member in rank-and-file experiences total cover, however also suffers disadvantage on all ranged attacks and cannot make melee rolls. They can use their utility spells with full reach of allies however.
- In the case of an ambush from behind, the backmost rank is negated, with the occupant becoming a second frontmost member.
- Members of corridor combat can spend their bonus action to switch with an adjacent member. Only one bonus action needs to be used to switch (i.e, if Person 1 wants to switch with Person 2. Only Person 1 uses their bonus action.)
- Utility spells can only be used on adjacent members. The only exception to this is teleporation spells, which can be used to transport a member of combat, and the backmost member of combat, whose spells extend to the rest of the party.
- If a member is knocked prone, the person behind them is required to make a dexterity saving throw with a DC of (15 — Prone Creature's DEX modifier). Upon a failure, this person is also knocked prone.
- Frontmost member in a combat group has advantage in attack rolls, but suffers disadvantage from Dexterity saves on attacks coming from the opponent.
- The frontmost or second-to-frontmost member can employ a reach weapon to force disadvantage against melee attacks.
- The back-half of the group suffers disadvantage when attacking with melee, however are also treated as if they have three-quarters cover. Ranged attacks, such as projectiles and spells, make an attack roll with no advantage/disadvantage, however upon a failure, the attacker must roll a d6. On a 6, the attack hits a random adjacent target.
- The backmost member in rank-and-file experiences total cover, however also suffers disadvantage on all ranged attacks and cannot make melee rolls. They can use their utility spells with full reach of allies however.
- In the case of an ambush from behind, the backmost rank is negated, with the occupant becoming a second frontmost member.
- Members of corridor combat can spend their bonus action to switch with an adjacent member. Only one bonus action needs to be used to switch (i.e, if Person 1 wants to switch with Person 2. Only Person 1 uses their bonus action.)
- Utility spells can only be used on adjacent members. The only exception to this is teleporation spells, which can be used to transport a member of combat, and the backmost member of combat, whose spells extend to the rest of the party.
- If a member is knocked prone, the person behind them is required to make a dexterity saving throw with a DC of (15 — Prone Creature's DEX modifier). Upon a failure, this person is also knocked prone.
Feel free to let me know what you think! I want to try and make this as fun as possible while also providing a unique experience for my party.



