Combat Rules#
These house rules add tactical depth to combat through modified critical hit mechanics and additional Armor Class types.
**Looking for Maneuvers & Superiority Dice?** That system moved to its own page: **[Maneuvers](/house-rules/maneuvers/)**
Critical Damage#
This campaign uses the Chris Perkins Critical Hit Formula for more consistent and exciting critical damage.
How It Works#
When you score a critical hit:
- Maximize one set of your weapon’s damage dice
- Roll one set of your weapon’s damage dice normally
- Add your normal modifiers
**Formula**: Critical Hit = Max Damage Dice + Rolled Damage Dice + Modifiers
Examples#
Greatsword Critical Hit (2d6 damage)
- Normal hit: 2d6 + STR modifier
- Critical hit: 12 (max 2d6) + 2d6 + STR modifier
Dagger Sneak Attack Critical Hit (1d4 + 3d6 sneak attack)
- Normal hit: 1d4 + 3d6 + DEX modifier
- Critical hit: 4 (max 1d4) + 18 (max 3d6) + 1d4 + 3d6 + DEX modifier
Firebolt Critical Hit (2d10 fire damage)
- Normal hit: 2d10 fire damage
- Critical hit: 20 (max 2d10) + 2d10 fire damage
Why This Change?#
Standard 5e critical hits can be disappointing (rolling all 1s feels terrible). This method:
- Guarantees meaningful damage on crits
- Still maintains variability with the rolled dice
- Makes critical hits feel impactful
Armor Class Variants#
In addition to standard AC, this campaign uses Touch AC and Flat-Footed AC for certain situations, plus a cap on how much Dexterity can boost Light armor.
**Do I need to track these on my sheet?** Touch AC and Flat-Footed AC only come up in specific situations (see below). You don't need to write them on your sheet — just know how to calculate them quickly when your GM calls for one.
Light Armor Dexterity Cap#
**New Rule**: Light armor now caps your Dexterity bonus to AC, similar to how Medium armor already works in standard 5e.
In standard 5e, Light armor lets you add your full Dexterity modifier to AC with no limit — meaning a high-Dex character can scale their AC indefinitely just through ability score growth alone. In a high-power campaign where ability scores routinely exceed 20, this lets Light armor users out-scale Heavy armor tanks entirely, which isn’t the intended power fantasy.
Light Armor Dexterity bonus to AC is capped at +5.
| Armor Type | Dex Bonus Cap | Example at Dex +8 |
|---|---|---|
| Light Armor (Padded, Leather, Studded Leather) | +5 max | AC uses +5, not +8 |
| Medium Armor (unchanged, standard 5e) | +2 max | AC uses +2, not +8 |
| Heavy Armor (unchanged, standard 5e) | No Dex bonus | N/A |
**Example**: A Rogue with Studded Leather (base AC 12) and a +8 Dexterity modifier would normally have AC 20. With this rule, their Dex bonus is capped at +5, giving them **AC 17** instead.
This applies to all Light armor types equally and stacks with magic armor bonuses as normal (a Studded Leather +1 still adds its +1 on top of the capped Dex bonus).
**Why this matters**: This keeps armor categories meaningfully different at high level. Heavy armor users get a flat, reliable AC. Light armor users get mobility and stealth, but their AC ceiling is now closer to parity with armored frontliners rather than exceeding them indefinitely.
Touch Armor Class (Touch AC)#
Touch AC represents how hard you are to touch, ignoring physical armor.
Touch AC = 10 + Dexterity Modifier + Dodge/Deflection Bonuses + Size Modifier
**Important**: Touch AC does NOT include armor bonuses or shield bonuses.
When Touch AC Is Used#
Touch AC is used for attacks that bypass physical armor:
- Spells that require a physical touch (Shocking Grasp, Chill Touch)
- Incorporeal touch attacks (ghosts, specters)
- Certain special abilities that ignore armor
Calculating Touch AC#
| Armor Type | Standard AC | Touch AC Calculation | Example Touch AC |
|---|---|---|---|
| Unarmored (10 + DEX) | 15 | 10 + DEX (+5) | 15 |
| Leather Armor (11 + DEX) | 16 | 10 + DEX (+5) | 15 |
| Chain Mail (16) | 16 | 10 + DEX (+0) | 10 |
| Plate Armor (18) | 18 | 10 + DEX (+0) | 10 |
| Plate + Shield (20) | 20 | 10 + DEX (+0) | 10 |
Special Cases#
Monk’s Unarmored Defense: Monks add their Wisdom modifier to Touch AC
- Touch AC = 10 + DEX + WIS + Dodge bonuses
Barbarian’s Unarmored Defense: Barbarians do NOT add Constitution to Touch AC
- Touch AC = 10 + DEX + Dodge bonuses
**Quick Rule**: If an attack specifically states it targets Touch AC, calculate it. Otherwise, use standard AC.
Flat-Footed Armor Class (Flat-Footed AC)#
Flat-Footed AC represents your defense when caught off-guard and unable to react.
Flat-Footed AC = 10 + Armor Bonus + Shield Bonus + Size Modifier
**Important**: Flat-Footed AC does NOT include Dexterity modifier or dodge bonuses.
When Flat-Footed AC Is Used#
You use Flat-Footed AC when:
- You are surprised at the start of combat
- You haven’t acted yet in the first round of combat
- You are restrained or paralyzed
- An attacker is hidden from you (Sneak Attack)
- You are unconscious or incapacitated
Calculating Flat-Footed AC#
| Armor Type | Standard AC | Flat-Footed AC Calculation | Example Flat-Footed AC |
|---|---|---|---|
| Unarmored (10 + DEX) | 15 | 10 only | 10 |
| Leather Armor (11 + DEX) | 16 | 11 (base armor) | 11 |
| Chain Mail (16) | 16 | 16 (armor only) | 16 |
| Plate Armor (18) | 18 | 18 (armor only) | 18 |
| Plate + Shield (20) | 20 | 18 + 2 (shield) | 20 |
**Quick Rule**: Heavy armor users are relatively safe when Flat-Footed. Dexterity-based characters are vulnerable!
**Important Interaction**: If your character has low Wisdom, Intelligence, or Charisma, failed saves against Paralysis, Hold Person, and similar effects will drop you to Flat-Footed AC immediately. Combined with the standard 5e rule that **melee attacks against a paralyzed creature are automatic critical hits**, and that **ranged attacks against a paralyzed creature have advantage**, this can turn a single failed save into a very dangerous turn. High-Dex, low-mental-save builds should plan around this — don't rely on AC alone as your only defense.
Quick Reference: AC Types At A Glance#
| AC Type | Includes | Used When |
|---|---|---|
| Standard AC | Armor + Dex (capped per armor type) + Shield | Default — almost every attack |
| Touch AC | Dex only, no armor/shield | Touch spells, incorporeal attacks |
| Flat-Footed AC | Armor + Shield only, no Dex | Surprised, paralyzed, restrained, hidden attacker, unconscious |
These combat rules make every fight more dynamic without slowing down the table. For Maneuvers and Superiority Dice, see the Maneuvers page.