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<blockquote data-quote="Fenris-77" data-source="post: 7919242" data-attributes="member: 6993955"><p>Dropping the slowed condition on every target you hit sounds like a lot, but I like the idea. Maybe it's just on a crit that the condition gets activated as a rider? That might keep it form being OP.</p><p></p><p>Some sort of mechanic to reroll low damage dice on crits would work, yeah. I was really talking about extra dice though. I didn't really explain that very well though. I was envisioning a progression where the class goes from rolling two weapon damage dice on a crit to three, and then four. Not even necessarily multiplying the shroud die, although that could also be the case. We're talking d4s and d6s so rolling 3 or 4 of them on a crit isn't breaking the game at higher levels.</p><p></p><p>I like the destroy target ability too. Is there a way we can decouple that from CR? Not everybody uses that straight out of the tin and it feels like a lot of double checking for the DM. That said, if it's mooks mostly it shouldn't be that hard to track. We'd need to think hard about what the CR [n] or equivalent should be as well.</p><p></p><p>As for the parry, there are a bunch of abilities that allow X reaction on a missed melee attack. It could just be a higher tier ability that allows a reaction attack on a miss period. Nice and simple. I think the Shrouds could be based on the BA too. I'm picturing TWF being the class primary, so that would have them choosing round to rounnd between the extra attack and maybe more crits and the shrouds, plus maybe dodging. That sounds like a meaningful tactical choice. I like it. Generally keep ripostes and dodges to the R and BA and make it a choice that matters.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7919242, member: 6993955"] Dropping the slowed condition on every target you hit sounds like a lot, but I like the idea. Maybe it's just on a crit that the condition gets activated as a rider? That might keep it form being OP. Some sort of mechanic to reroll low damage dice on crits would work, yeah. I was really talking about extra dice though. I didn't really explain that very well though. I was envisioning a progression where the class goes from rolling two weapon damage dice on a crit to three, and then four. Not even necessarily multiplying the shroud die, although that could also be the case. We're talking d4s and d6s so rolling 3 or 4 of them on a crit isn't breaking the game at higher levels. I like the destroy target ability too. Is there a way we can decouple that from CR? Not everybody uses that straight out of the tin and it feels like a lot of double checking for the DM. That said, if it's mooks mostly it shouldn't be that hard to track. We'd need to think hard about what the CR [n] or equivalent should be as well. As for the parry, there are a bunch of abilities that allow X reaction on a missed melee attack. It could just be a higher tier ability that allows a reaction attack on a miss period. Nice and simple. I think the Shrouds could be based on the BA too. I'm picturing TWF being the class primary, so that would have them choosing round to rounnd between the extra attack and maybe more crits and the shrouds, plus maybe dodging. That sounds like a meaningful tactical choice. I like it. Generally keep ripostes and dodges to the R and BA and make it a choice that matters. [/QUOTE]
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