Garthanos
Arcadian Knight
because I was addressing
Was I quoting you somewhere?
because I was addressing
Ugh, just no... so how does this differentiate a graceful dodger (mechanically) from a brute who can take alot of damage? This essentially makes the Juggernaut and Gambit/Longshot mechanically the same. It just feels lazy and wrong.
Was I quoting you somewhere?
But, your graceful dodger should have expertise dice shouldn't he? Which can be spent to reduce damage. Therefore, your graceful dodger vs the GWF would reduce the damage to zero nearly every round. So, the Graceful Dodger already has mechanics which would mitigate damage. Against an opponent with a long sword, he could use his expertise dice in other ways, but, against the relentless GWF opponent, he has to continuously dodge that honking big maul that's trying to pound him into the ground.
Seems to work for me.
But, your graceful dodger should have expertise dice shouldn't he? Which can be spent to reduce damage. Therefore, your graceful dodger vs the GWF would reduce the damage to zero nearly every round. So, the Graceful Dodger already has mechanics which would mitigate damage. Against an opponent with a long sword, he could use his expertise dice in other ways, but, against the relentless GWF opponent, he has to continuously dodge that honking big maul that's trying to pound him into the ground.
Seems to work for me.
Ah, you're right I shouldn't have assumed... so what was the point of the video?
I'm curious how those who are approaching this from a "narrative" viewpoint deal with the fact that this mechanic basically invalidates another narrative... that of the graceful dodger? Since this mechanic can never have a narrative where it misses... what happens when these mechanics for this narrative of a relentless fighter interact with a monster, NPC or even another PC who has the narrative of being so quick and light on their feet that they are rarely, if ever, hit? I'm not sure a mechanic that can totally invalidate a pretty common fantasy narrative like the graceful dodger is a good mechanic.
And yet another option would be simply to incorporate the dodge capability into hit points - the reason the pixie has so many hit points isn't because it's meaty, but because it dodges a lot. Though I think that would be less popular than some version of active defence for dodgers.
Presumably something similar could be done in D&Dnext. One or more posters upthread - perhaps @TwoSix ? - have suggested that the "dodging pixie" might get a DEX save to avoid damage dealt on a miss.
Functionally, it is a feat - a fighter, paladin and ranger-only feat.
If having your prayers answered by the gods is a fun mechanic, why do we restrict it to clerics and paladins? In a class-based game, you have to give something to classes. In doing so, you establish the baseline fiction for the game.
In D&D there are a distinct group of characters whose prayers are apt to be answered by the gods. (Contrast Runequest, where this is not the case.)
In D&Dnext as per current iteration, there are a distinct group of characters - the great weapon wielding fighters, paladins and rangers - who are apt to be relentless when in combat with two-handed weapons.
For my playstyle dice rolls are important. I also reject many of the spell changes in D&D Next and I think they need to fixed as well. As for grenade like missles in 3e/PF there is still a chance they do No damage as pointed out upthead. Regardless, I prefer the rules for Grenade like missiles in 2e.It gives the player of the character a fiat ability - by declaring an attack in accordance with the action economy rules of the game, the player is able to bring it about that an enemy of his/her PC is worn down, to some extent, regardless of dice rolls. This is an ability that players of magic-users have had for many versions of the game. It's an ability, as has been pointed out upthread, that throwers of grenade like missiles have in 3E/PF.
Yes, lets also improve those mechanics then. You can't justify a bad mechanic with another bad mechanic.There is nothing inherent to the fiction of casting spells, or of throwing grenades, that makes it especially relevant to give those players such an ability. In the real world, someone might fail to be splashed by burning oil. Or - perhaps due to the armour they're wearing, or their ability to dodge - fail to be hurt by a fireball. And there are fantasy RPGs that have mechanics that allow for these possibilities (eg Rolemaster). The design decision to handle fireball and alchmical fire as auto-damage is not mandated by the fiction being modelled - it is a meta-level decision to give players of those sorts of characters fiat abilities.
Giving comparable fiat abilities to those who play fighters is meaningful.
I think this is a good observation from a gamist perspective and a fictional positioning perspective. Personally, I'm not sure its much of a problem PC-side (as they are the proganists in my game and such an effect doesn't infringe upon their protagonism) but if you put this ability in the hands of an NPC, the swashbuckler/graceful dodger/monk shtick/archetype is indeed infringed upon. However, again, this just goes back to the "what is a hit point" conversation. If that Str damage on a miss can just be the ablation of "luck, fatigue due to exertion, et al", then you're ok. Basically this:
If something must be done with the mechanic however, I think this is a reasonable solution:
Reaping Strike
Attack: Str versus AC.
Damage: Weapon + Str + modifiers, etc
Effect: On a miss, the target must make a Dexterity Saving Throw. If the Saving Throw fails, the target takes Strength modifier damage.
That effect rider may resolve the issue for some. However, as @Mistwell noted, this is already a pretty average ability that scales poorly with level (a trap option perhaps). The rider requiring a failed Dexterity Saving Throw weakens it further. As such, the gamist aspect of it may not pass muster.
It's one in which a player can choose a fiat option to play a relentless dreadnought of a fighter.