Caulkhead's Messy and Untested Rules for 5e to Hopefully Speed Up Combat...

  1.  Initiative is decided by both sides (player and DM) rolling the same numbered die (d4 to d1000 any will do!), highest result goes first. Ties end in whatever manner the table deem fit. 
  2. Roll to see if you critically hit or miss, anything else hits. This goes for you too spellcasters, can't have you missing out on the fun.
  3. Roll damage at the same time as rolling for the above (or use optional damage rules below)
  4. Anything other than the PC controlled by the player - familiars, pets, retainers etc. can only be used to grant help action in combat. 

Optional Damage/Combat Rules 

(not all can be used at the same time, use your thinking box :) )

  1. Everyone does flat average damage rounded up, players and DM.
  2. What are these things made of anyway? - Weapon(s) break on a 1 or explode* on highest roll. - "A scroll of mending methinks"
  3. Morale checks at half hp and half the number of creatures defeated in an encounter - "even dragons have had enough of your crap."
  4. Is everyone looking bored? - double/triple damage for a round/combat is over


*highest possible rolled result means roll same die again and add the result, if you get highest result after the first roll you roll again. Example 6, 6, 4 could be rolled on a d6 or 4, 4, 4, 4, 1 could potentially (albeit rarely) rolled on a d4.


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