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<blockquote data-quote="ravenheart" data-source="post: 4633860" data-attributes="member: 72088"><p>My PCs are regularly their own worst enemies, as they have a penchant for failing important attacks, heal checks, death saves. To make things worse, I (as the DM) usually dish out a steady flow of high rolls; add a couple of criticals to that mix and suddenly the group of brave adventurers are near-TPK:ed by a band of lowly and dimwitted kobolds. Now, I know there's little you can do about bad luck/karma (and I assure, I don't use loaded dice! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />) - therefore, I devised these abilities for the PC's to fall back on if the going gets too rough. And remember that they are immediate interrupts, thus not usable <em>ad infinitum</em>!</p><p></p><p>But I agree with you, the <em>alter fate</em> power might still be a bit overpowering. I mentioned this in my design notes (which I forgot to attach in my previous post; remind me not to post when I should be sleeping!), but I wanted a second opinion first. I thought about adding this to the effect line (as well as the Necrotic keyword): [FONT=&quot]</p><p></p><p>You fail a death save and take necrotic damage equal to your healing surge value.[/FONT]</p><p></p><p>Now, maybe that's a bit overkill, but either/or could also work. What do you think?</p><p></p><p>Attached are my design notes.</p></blockquote><p></p>
[QUOTE="ravenheart, post: 4633860, member: 72088"] My PCs are regularly their own worst enemies, as they have a penchant for failing important attacks, heal checks, death saves. To make things worse, I (as the DM) usually dish out a steady flow of high rolls; add a couple of criticals to that mix and suddenly the group of brave adventurers are near-TPK:ed by a band of lowly and dimwitted kobolds. Now, I know there's little you can do about bad luck/karma (and I assure, I don't use loaded dice! :P) - therefore, I devised these abilities for the PC's to fall back on if the going gets too rough. And remember that they are immediate interrupts, thus not usable [I]ad infinitum[/I]! But I agree with you, the [I]alter fate[/I] power might still be a bit overpowering. I mentioned this in my design notes (which I forgot to attach in my previous post; remind me not to post when I should be sleeping!), but I wanted a second opinion first. I thought about adding this to the effect line (as well as the Necrotic keyword): [FONT="] You fail a death save and take necrotic damage equal to your healing surge value.[/FONT] Now, maybe that's a bit overkill, but either/or could also work. What do you think? Attached are my design notes. [/QUOTE]
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