[RPG] playtested house rule for prone that makes its usefulness less dependent on initiative order

combatdnd-5ehouse-rulesprone

As discussed somewhat in Is knocking someone prone worth it? the advantages of knocking prone are rather situational, and in particular, depend a lot on where you and the enemy you want to knock prone fall relative to one another in the initiative order.

If I knock someone prone whose turn is right after mine in the initiative order, the only impact that has is using up half of their movement. Considering they're right next to me, they probably didn't want to move anyhow. They're going to get right back up and hit me, with really no ill effects.

On the other hand, if I knock someone prone whose turn is right before mine in the initiative order, they're down for almost the entire round, and my nearby companions may have the opportunity to take melee attacks against them with advantage.

I would like to somehow add a house rule that reduces the initiative-order dependence of the benefit of knocking prone, but I'm not sure what would work well.

I considered making getting up from prone provoke attacks of opportunity, as it did in 3.5e (and maybe other editions) but that's probably too much of a penalty in the context of 5e combat.

Does anyone have a playtested house rule that makes knocking someone prone more consistently worthwhile (at least if you have nearby allies)?

Best Answer

Why would you Shove without a follow-up?

Knocking someone down is not really a good strategy in any fight (real or imagined) if you don't have a follow-up. When was the last time you saw a UFC/MMA fighter push someone to the ground and then just let them get up? When somebody in a gang does a shove, they're doing so to let their friends jump on the fallen.

Once you knock someone down, your next step is really to Grapple them or attack them while they are on the ground. A Grappled creature's movement is reduced to zero, so you can effectively prevent them from getting up (like the gang above)

In fact, the Monk actually do this Shove and Attack starting at level one with their Martial Arts skill. So you knock somebody down (Attack Action), kick them in the head (Bonus Action) and even step away if you want (Move Action, their AoO at Disadvantage). If you move away, they typically can't attack you on the following round because they have to waste their movement standing up.

Note that at 5th level a Monk (or other PC with Extra Attack) could do both a Shove and Grapple as part of the Attack Action to effectively pin their opponent. Escaping the Grapple requires an action and standing requires half movement, so pulling this off pretty much wrecks the target's turn.

This is clearly a gang-up tactic, but that's expected.

Is Initiative the Problem?

Consider that the problem here may actually be the initiative order itself.

You point out the problem of effectively "metagaming" the timing of the action, but also the problem that it will basically never allows you to benefit.

DMG (P.270-1) presents an alternate initiative system titled Speed Factor.

Under this variant, the participants in a battle roll initiative each round. Before rolling each character must choose an action...

This is followed by some modifiers for speed and action type. The action order in each round is random (weighted). This means that knocking someone prone will always have at least a chance of being useful. And there's no "house-ruling" required as this is straight from the book.

If you're really worried about the metagaming aspect of Shoving/Grappling etc. this might help as well. I've used this "initiative per round" and it does kind of solves the problem of gaming the initiative order, both for things like Shoving and for things like Healing. However, it introduces other problems like wasted Actions. So it may be a little much just to solve the Shoving problem.