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TOPIC | D&D Dilemma (Corridor Combat)
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:
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.

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.

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:
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.

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.

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