Variant Rules

These are rules that change out basic rules of the Niche d20 system. These generally exist for groups that wish to adjust the game to help fit their table better, be it for greater expedience of combat or simply a different preferred way of playing.

Static Defenses
This variant rule helps reduce the amount of dice rolls needed in combat to help expedite things especially if the rolling is not automated within some software.

When doing static defenses first decide if you wish to simply apply this to basic mobs or all creatures. When applying to basic mobs this generally means any basic creature that is not a boss encounter for a party, this keeps players rolling their defenses as normal, but reduces the work the GM needs to put in to get through an encounter; its generally recommended to let the boss monster still roll for its defenses to give players more varied results, as it might feel more fair if they still must roll for their defenses. If applying to all creatures then simply apply this rule to both players and NPCs.

To do static defenses simply treat the roll for all CMD, Saving Throws, and AC rolls as if they had rolled a 10 on the dice every time. This will cause creatures using this to seem more consistent in their defenses, leaving much more of the random chance on the attacker.

Simplified Dogpiles
This variant rule simplifies the way to handle more than two creatures engaged in a grapple by reducing the number of times that a Grapple maneuver must be rolled and resolved each round.

This method of resolution involves applying the Aid action for each additional creature assisting either the grappling creature or the creature being grappled. When resolving a multi-creature grapple in this way, assign one creature as the primary grappler and each additional allied creature may use Aid to provide a stacking +2 bonus to assist the primary grappler. In the alternative, allied creatures may make an Aid check to provide a stacking -2 penalty to the opposing grappler. Features that improve the benefit granted by the Aid action similarly increase this bonus or penalty by the same amount. This bonus or penalty may be applied on attempts to initiate, maintain, escape, or take control of the grapple. Despite multiple creatures being involved, only the primary grappler and their target gain the Grappled condition.

Facing
This variant rule requires that every unit have a front, back, and sides and provides additional bonuses to an attacker for attacking a defender from the side or the rear. This replaces the normal rules for flanking, and creates a dynamic situation where positioning on the battlefield can be even more important.

When a creature takes any voluntary movement (whether this is from regular movement, a Shift, or a Run action) it declares its facing at the end of the movement. When a creature makes an attack roll, it automatically turns to face the target of the attack (placing the target into one of its front-facing spaces). A creature may, as a Reaction on its turn, change its facing.

Using a square grid, a creature that takes up 1 space will have 8 spaces bordering it: 3 front-facing spaces, 4 side spaces (2 on each side), and 1 rear space. A large sized-creature (which takes up 4 squares) would have 4 front-facing spaces, 6 side spaces (3 on each side), and 2 rear spaces. Larger creatures will have their facing spaces broken down in a similar way.

Using a hex grid, a creature that takes up 1 hex will have 6 spaces bordering it: 3 front-facing spaces, 2 side spaces (1 on each side), and 1 rear space. A large-sized creature (which takes up 3 hexes) will have different spaces of its facing based on whether it has 1 hex as its front side or 2 hexes as its front side. If the large creature is using 1 hex as its front side, it will have 4 front-facing spaces, 4 side-facing spaces (2 on each side), and 1 rear space. If the large creature is using 2 hexes as its front side, it will have 3 front-facing spaces, 4 side-facing spaces (2 on each side), and 2 rear spaces. Larger creatures will have their facing spaces broken down in a similar way.

When a creature is attacked from one of its side-facing spaces, the attacker gains a +2 flanking bonus on attack rolls (whether melee or ranged; ranged attacks that pass through one of the side-facing spaces receive this bonus as well). When a creature is attacked from one of its rear-facing spaces, the attacker gains a +4 flanking bonus instead. Features that improve the bonus granted by flanking (such as the Pack Fighter feat) provide their full bonus in rear-facing spaces and half their bonus in side-facing spaces. Additional effects that apply when an opponent is flanked (such as the Sneak Attack class feature) do not activate from side-facing spaces; these effects only apply to attacks that originate from rear-facing spaces. Additionally, being behind a creature grants concealment from that creature.

If an attacker has a feature that allows it to count as flanking when in a position other than normal flanking positions (such as the Barbarian’s Improved Chieftain savagery) that feature instead provides side-facing bonuses in front-facing spaces and rear-facing bonuses in side-facing spaces. If a creature cannot be flanked (such as from the Uncanny Dodge class feature, or the All-Around Vision universal ability) there is no advantage gained from being behind or to the side of that creature.