Glancing Blow Looks Like A Miss

The advantage is you don't need to declare it before hand and you likely have your CS dice anyway. If you roll that 10 or 11 and it's a miss, it's nice to have that auto-damage. But, if you hit with the 10, you just deal Deadly Strike damage. Either way you can deal damage. If you roll a 9... well, you can still parry.
 

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Just something to mull over, though it makes it more complex...

What if you need to roll at least 11 - level?

1st - 10+
2nd - 9+
3rd - 8+
4th - 7+
etc.

If you can only expend one CS die, it's not so bad.
 

Mechanically, it should be based on the target's AC, but that requires the player knowing the target's AC. So, lowering the threshold seems to be the better option.

In addition, I think it should be renamed to something like "Pommel Strike," and be described as having failed to hit with the intended weapon, but still hit with a lesser strike, such as with the the weapon's pommel or your armored elbow. The damage type should be bludgeoning, and it should only work with melee attacks.
 

So here is a thing I need some group think on.

I made this fighter:

Level 1 Human Fighter (Slayer)
STR: 18 DEX: 14 CON: 15 INT: 11 WIS: 13 CHA: 9
HP: 17 AC: 15 Speed 6 Initiative +2
Glaive, +7, 1d10+4 Throwing Axe, +7, 1d6+4
Expertise Dice: 1d6 Hit Dice 1d10 + 2
Deadly Strike (ED Damage); Glancing Blow (ED on 10+ Miss); Parry (ED damage reduction)
Survivor: Feat Toughness; Trait Bounty Board; Intimidate: +2; Survival: +4; Natural Lore: +3

His strength is derived from 15 (base) +2 (human) +1 (fighter).

His 10+ on the dice would be a minimum 17.

I cannot find anything in the bestiary that he can't hit on a 10 (The Dark Acolyte has a 17, and it seems the highest).

I don't think I am missing something, but it makes Glancing Blow useless.
 

I think they added the 10+ rule when it was still Reaper, then rolled it neatly into a Fighting Style, but forgot to adjust for other changes.

I like either the idea of:
Adding your CS dice to your attack roll and dealing half damage, or
Adding 5 to your attack roll but just dealing CS dice damage.
 

Just something to mull over, though it makes it more complex...

What if you need to roll at least 11 - level?

1st - 10+
2nd - 9+
3rd - 8+
4th - 7+
etc.

If you can only expend one CS die, it's not so bad.
I think 11 - level would scale too fast.

Another possibility would be for it to trigger off hitting a fixed AC. AC 10 is a nice round number, but the Str 16/17 dwarf fighter would only need a 4+ and the Str 18 human fighter would only need a 3+. Maybe AC 12 would be better probability-wise, allowing it to trigger on a roll of 6+ for the dwarf fighter and 5+ for the human fighter, and (slowly) going lower as attack bonus increases with level.
 


Yes.

That was my point in the first post. ;)

Well, right; I was just using a concrete example to drive it home in my mind, but also toss it out there to see if someone else out there had seen something that countered/nulled it.

If it would work with disadvantage, that would at least be SOMETHING.
 

I think that something like:

Glancing blow : Use CS to reroll the attack roll. If this hits it deals half damage

would be less clunky and address many of the concerns.
 


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