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Playtest 6: Rogue and Cunning Strike
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<blockquote data-quote="Tome" data-source="post: 9252918" data-attributes="member: 1435"><p>That's a valid point. I was just trying to think of a narrative reason for why the sneak attack dice could be used to fuel a poison effect when the weapon was not poisoned in advance and it is not a magical effect. Perhaps they should just redefine it as Break Morale or something similar. </p><p></p><p>Break Morale (Cost: 1D6).</p><p>Your sneak attack shatters your target's morale; forcing the target to make a Wisdom saving throw. On a failed save, the target has the Frightened condition for 1 minute. At the end of each of its turns, the Frightened target can repeat the save, ending the effect on itself on a success.</p><p></p><p><EDIT></p><p>5e is full of effects that do not have narrative backup. There is no reason for a poison effect to just work because you have poisoner's kit on your person. You don't pause combat to grab a poison soaked rag from your kit and wipe the blade before starting your sneak attack. It's sloppy writing and makes for bad story telling. I think WotC is so used to the hand wave of "it's magic, that's why" that they forget to properly explain non-magical effects. It falls on the DM to explain away these inconsistencies.</p><p></p><p>My proposal of Break Morale above is not a perfect solution. All the other cunning strike effects require CON or DEX saves. These are stats in which most frontline combatants have high scores and or proficiency added to saving throws. This means that they will succeed on their saves more frequently than they will on a WIS saving throw. That feels unbalanced to me. Perhaps the above should be called Debilitating Strike and force a CON save. Failure would impose a 50% movement penalty and impair the target's ability to make reactions for 1 minute or until the save is made at the end of Target's turn.</p></blockquote><p></p>
[QUOTE="Tome, post: 9252918, member: 1435"] That's a valid point. I was just trying to think of a narrative reason for why the sneak attack dice could be used to fuel a poison effect when the weapon was not poisoned in advance and it is not a magical effect. Perhaps they should just redefine it as Break Morale or something similar. Break Morale (Cost: 1D6). Your sneak attack shatters your target's morale; forcing the target to make a Wisdom saving throw. On a failed save, the target has the Frightened condition for 1 minute. At the end of each of its turns, the Frightened target can repeat the save, ending the effect on itself on a success. <EDIT> 5e is full of effects that do not have narrative backup. There is no reason for a poison effect to just work because you have poisoner's kit on your person. You don't pause combat to grab a poison soaked rag from your kit and wipe the blade before starting your sneak attack. It's sloppy writing and makes for bad story telling. I think WotC is so used to the hand wave of "it's magic, that's why" that they forget to properly explain non-magical effects. It falls on the DM to explain away these inconsistencies. My proposal of Break Morale above is not a perfect solution. All the other cunning strike effects require CON or DEX saves. These are stats in which most frontline combatants have high scores and or proficiency added to saving throws. This means that they will succeed on their saves more frequently than they will on a WIS saving throw. That feels unbalanced to me. Perhaps the above should be called Debilitating Strike and force a CON save. Failure would impose a 50% movement penalty and impair the target's ability to make reactions for 1 minute or until the save is made at the end of Target's turn. [/QUOTE]
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Playtest 6: Rogue and Cunning Strike
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