D&D 5E Aim and Feint actions (and Expanding Cunning Action)

Xeviat

Hero
Hi everyone. Right now, I'm working on an expansion to the skill system. I'm going to be building tables of example DCs (still following the very easy to nearly impossible structure, just giving examples for each), as well as adding actions to each of the skills. While participating in threads about TWFing, it was pointed out to me that the rogue's two weapon fighting very much mirrors advantage on ranged hiding rogues, and I got an idea for two new skill actions: Aim and Feint.

We can already use Stealth to hide, which then grants advantage on an attack against someone you are hidden from.

Aim
Through careful study of a target, you can seek out vulnerable targets or less defended angles of attack. When you take the Aim action, you make a Wisdom (Perception) check against the target's AC or the target's Charisma (Deception) roll. If successful, you gain advantage on your next attack roll against the target, provided it is made before the end of your next turn. Like with a readied action, you are considered to be concentrating as if concentrating on a concentration spell, and your Aim action can be lost if you fail a concentration check.

Feint
With a deceptive flourish or a telegraphed attack that is changed at the last second, you can trick your opponent into opening their guard. When you take the Feint action in melee reach of a target, you make a Charisma (Deception) check against the target's AC or the target's Wisdom (Insight) roll. If successful, you gain advantage on your next attack roll against the target, provided it is made before the end of your next turn. (I might allow ranged feints if you make a leading shot or an attack with a ranged attack cantrip to lead someone to dodge in a certain way)

I'm considering allowing these to be used with an attack, not just a full action. This would even allow Extra Attackers to get mileage out of the crossbow; give up your first attack to aim, and then attack with the crossbow, since you can only make one attack anyway.

Both of these are like using the "Aid" action on yourself. They are also like using the True Strike cantrip. In both cases, the trade off is the required ability check. This is similar to how the Heal skill can allow you to mimic the "Spare the Dying" cantrip, just with a check. Against the baseline ACs, a proficient user will have a 50-60% chance of succeeding these checks, and an expert will have a 70-80% chance (unless they're also pushing their Cha or Wis scores, in which case it will get better).

I then want to expand Cunning Action, to allow for Aim and Feint actions to be taken as a bonus action. I believe this will expand the optimal combat rogue options to include ranged attackers who aren't stealth focused and melee attackers who aren't TWFing focused.

I crunched the numbers between a rogue using two shortswords and thus using their bonus action to make an off-hand attack against a rapier wielder using their off-hand to feint. If they succeed at their feints 85% of the time (give or take a bit), their damage will equal the expected damage of a two-weapon fighting rogue, though there is a trade off because the twfing rogue can save their offhand attack after they see if they hit or miss.

I also wonder what it would be like to allow a tanky rogue to use Dodge as a bonus action; the monk has to pay for this with ki, though, so I'm inclined to say no.

What do you think?
 

log in or register to remove this ad

77IM

Explorer!!!
Supporter
These seem fairly balanced and sensible. I like how you balanced the use of an attack (instead of a full action) by adding an ability check. That seems balanced against the ranged rogue who hides every round, since that also requires a check. (Hiding gets you more benefits, but the downside is you need a place to hide, and one isn't always available.)

The Dodge thing seems overpowered, though. If you don't need your bonus action for anything else (for example, you stab a guy with your action and get Sneak Attack thanks to an ally) then it's too tempting to just Dodge for no cost. I've actually considered combining Dodge and Disengage (since I think Disengage is a weak move and also very "gamey") but haven't done it because I'm worried rogues would get too powerful with Cunning Action.
 


Garthanos

Arcadian Knight
Hi everyone. Right now, I'm working on an expansion to the skill system. I'm going to be building tables of example DCs (still following the very easy to nearly impossible structure, just giving examples for each)

Darn... I want probably impossible in a mundane world but this isnt a mundane world and definitely impossible in a mundane world but bleep that this is a magic universe.
 



Seems OK as long as it works similar to Shove and Grapple in that it is the target that chooses what ability to resist the effect with. I might allow you to use Wisdom (Insight) to aim as well.

I already allow the aid another action to take an attack rather than a full action, and to be usable on yourself in melee, so this fits in fairly well with that.

Its a bit jarring that this sort of direct combat action is easier for the Rogue to perform than the Fighter however.

I would definitely say no to allowing the dodge action as a bonus action. Rogues already have Uncanny Dodge as a Reaction.
 

Xeviat

Hero
Darn... I want probably impossible in a mundane world but this isnt a mundane world and definitely impossible in a mundane world but bleep that this is a magic universe.

Oh I'm definitely going to be putting in some mundane-world-impossible actions.
 

Fenris-77

Small God of the Dozens
Supporter
Oh I'm definitely going to be putting in some mundane-world-impossible actions.
Like making de-alcoholized beer that doesn't suck? Or finding a parking spot right next to the stadium 3 minutes before kickoff?! Changing Coke to Pepsi?!?

Or are you talking about boring impossible stuff like tracking a hawk over a cloudy sky or going in against a Sicilian when death is on the line?

Just trying to get a feel for where you're headed with this.:) Looks good so far, carry on.
 

Blue

Ravenous Bugblatter Beast of Traal
With the exceptions of (a) needing advantage to trigger something like Sneak Attack or (b) having time before combat to Aim, the Aim and Feint actions are always inferior to just taking two actions to attack twice.

In both cases, you end up rolling two d20s for attacks, each which can be a miss, hit or crit.

Based on what the dice come up with, here's the results for either both dice rolled for advantage and for two separate attacks.

2 miss: same either way
1 hit 1 miss: same either way
1 crit 1 miss: same either way
2 hit: ADV: 1 hit, 2 attacks: 2 hits.
1 crit 1 hit: ADV: 1 crit, 2 attacks: 1 crit + 1 hit
2 crits: ADV: 1 crit, 2 attacks: 2 crits.

So two attacks is either the same or better then 1 attack with advantage (with the exceptions above).

Even if it just costs an attack and you have extra attack it's the same thing - two rolls for one attack or two rolls for two separate attacks.

In addition, there is nothing guaranteeing you can make an attack next round. Maybe the target is dead, maybe they are behind cover or out of range, maybe another foe engages you.

And this all before the chance to fail the perception roll.

I think the idea of Aim is good, and if the idea that it's of limited usefulness but in the right circumstances (snipers with time before the shot, and getting Adv for SA), then you're set. If you want it to be more generally applicable you may want to improve it somehow.

Now, rolling them into cunning action on the other hand to use a bonus action is pretty good. Especially for ranged, since there isn't an easy bonus action attack with it.

As a side note, I'd use Investigation myself. It's more of the "figure things out". But that's preference.
 

Remove ads

Top