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Different Paths: Shadow Dancer Rogue
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<blockquote data-quote="doctorbadwolf" data-source="post: 7636755" data-attributes="member: 6704184"><p>The DC calculation comment was not in reference to the PC making a check. I posited that the ability could instead force a Dex save from the new target. That DC would obviously be based on the PCs Dex. </p><p></p><p>If if it’s possible every time, that is very powerful. It needs to be limited, and I don’t think that limiting it with the least fun method possible (setting the DC so that the success rate is fairly low) is a good way to go. I think keeping it to the reaction is simpler and allows it to be cooler and more fun when it is used. Something like making a hit miss will obviate Uncanny Dodge, so what about making it add to Uncanny Dodge? </p><p></p><p>When you use it to halve the damage from an attack, you can choose a creature within X feet to take the other half of the damage. Cool and simple, new, but doesn’t protect you any better. </p><p></p><p>When you use it to halve the damage from an attack, you can make a dexterity saving throw equal to X or half the damage you would take, whichever is higher. If you succeed, the enemy’s weapon seems to pass into you without effect, but is actually carried through shadows to another enemy within X feet. The attacker repeats the attack against them with advanatage. If this second attack hits, you take no damage, and the attack instead hits the second target. </p><p></p><p>More complicated, but also more powerful. Perhaps the second enemy still just takes half damage, while you take none?</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7636755, member: 6704184"] The DC calculation comment was not in reference to the PC making a check. I posited that the ability could instead force a Dex save from the new target. That DC would obviously be based on the PCs Dex. If if it’s possible every time, that is very powerful. It needs to be limited, and I don’t think that limiting it with the least fun method possible (setting the DC so that the success rate is fairly low) is a good way to go. I think keeping it to the reaction is simpler and allows it to be cooler and more fun when it is used. Something like making a hit miss will obviate Uncanny Dodge, so what about making it add to Uncanny Dodge? When you use it to halve the damage from an attack, you can choose a creature within X feet to take the other half of the damage. Cool and simple, new, but doesn’t protect you any better. When you use it to halve the damage from an attack, you can make a dexterity saving throw equal to X or half the damage you would take, whichever is higher. If you succeed, the enemy’s weapon seems to pass into you without effect, but is actually carried through shadows to another enemy within X feet. The attacker repeats the attack against them with advanatage. If this second attack hits, you take no damage, and the attack instead hits the second target. More complicated, but also more powerful. Perhaps the second enemy still just takes half damage, while you take none? [/QUOTE]
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