During Sunday’s session, I took notes on game mechanics and 5e rules that felt clunky or don’t work well in my view. I will likely write house rules for them, but first I wanted to see what others might be doing. Likely other DMs have already found better solutions than what I imagine.
- Stealth: I don’t like having players roll their own Stealth checks. The characters think they’re being stealthy, of course, but that leads to too much metagaming. (“Oh, I rolled a 6 for Stealth, guess I am not doing this after all.”) I can roll it for them, although that might take away too much player agency. In this case, they would at least deserve feedback in case of a natural 1 (fumble).
- Missiles: A character shoots at an arrow. It misses the enemy. Does it hit the character (player or non) behind it? I could roll d20s for each successive target in the line of fire against that target’s AC. Or maybe a Dexterity saving throw.
- Attacks of Opportunity: According to RAW, these only get provoked when a character leaves an enemy’s reach, but in some situations this feels inadequate. They’re on one side of an enemy, then move “around” it to the square opposite them. I can instead say an enemy gets to make an AoO if they move more than one square while inside an enemy’s reach without Disengaging. While I don’t want to get too tactical, 5e uses 6 second rounds and that means characters move fairly quickly.
Do these make sense? Do you have better ideas?