Just let it work whenever you miss, pretty much. Maybe make it not work if you roll a 1, for "realism." Because the ability, as it stands, is practically useless.
Yep. This works much better.I think a simpler design would be "Once per turn when you miss a creature with a weapon attack, you can spend expertise dice to turn the miss into a glancing blow."
Yep. This works much better.
Okay, let's go looking for the AC for Dark Priests and minotaurs.Situations in which the current Glancing Blow does literally anything:
You don't see that as a problem?
- You have a +3 in your attack stat and are fighting the Dark Priest, in which case it has a 5% chance to activate
- You have +2 in your attack stat, in which case it has a 5% chance to activate against the chieftains and the minotaur, and 10% against the priest
- You have +1 or less in your attack stat for some reason
If you have +3 in your attack stat, your attack bonus is +6. Glancing Blow only activates if you roll exactly 10.Okay, let's go looking for the AC for Dark Priests and minotaurs.
A Dark Priest has AC 17, your attack bonus is +3:
Rolling 14 to 20 means hit, which is seven numbers or 35%.
Rolling 10 to 13 means you can activate Glancing Blow, which is 4 numbers or 20%
Okay, let's go looking for the AC for Dark Priests and minotaurs.
To elaborate, assuming a 16 Strength and a +3 Strength bonus to attack rolls,If you have +3 in your attack stat, your attack bonus is +6. Glancing Blow only activates if you roll exactly 10.
Fighter's start the game with an attack bonus of 3. He's talking about the ability modifier. If you have a STR of 18 (for melee) or DEX of 18 (for ranged), you'll never need Glancing Blow for any of the monsters currently in the playtest; even if you roll a 10, you'll hit AC 17. If it's merely a 16, you'll still only have a 5% chance of needing Glancing Blow.Okay, let's go looking for the AC for Dark Priests and minotaurs.
A Dark Priest has AC 17, your attack bonus is +3:
Rolling 14 to 20 means hit, which is seven numbers or 35%.
Rolling 10 to 13 means you can activate Glancing Blow, which is 4 numbers or 20%.
Rolling 1 to 9 means miss, which is 9 numbers or 45%.
A Dark Priest has AC 17, your attack bonus is +2:
Rolling 15 to 20 means hit, which is six numbers or 30%.
Rolling 10 to 14 means you can activate Glancing Blow, which is 5 numbers or 25%.
Rolling 1 to 9 means miss, which is 9 numbers or 45%.
A minotaur has AC 16, your attack bonus is +2:
Rolling 14 to 20 means hit, which is seven numbers or 35%.
Rolling 10 to 13 means you can activate Glancing Blow, which is 4 numbers or 20%.
Rolling 1 to 9 means miss, which is 9 numbers or 45%.
Again, what is the problem?