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<blockquote data-quote="Cleon" data-source="post: 9089527" data-attributes="member: 57383"><p>So if the above damage tweaks are OK by you, are we done with the Actions and Legendary Actions?</p><p></p><p>Let's see, what other mechanics gubbins do we need to add.</p><p></p><p>Its Reactions need standard issue giant <em><strong>Rock Catching</strong></em> and that <em><strong>Dread Counterspell</strong></em> ability, although the latter might need some polishing.</p><p></p><p>Updating the <strong><a href="https://www.enworld.org/posts/9058978" target="_blank">Dodkong Working Draft</a></strong>.</p><p></p><p>That just leaves <em><strong>Dread Counterspell</strong></em>.</p><p></p><p>The last D&D Beyond draft I saw of that was:</p><p></p><p style="margin-left: 20px"><em><strong>Dread Counterspell.</strong></em> The dodkong utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, the dodkong makes an Intelligence check (DC 10 + the spell's level). On a success, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 (3d6) psychic damage if the spell fails.</p><p></p><p>Compared to the spell <em>counterspell</em> that's a level higher and does a bit of damage, but is otherwise pretty much the same apart from not having a range. Not having a range is a serious oversight.</p><p></p><p>I'm thinking this ability might benefit from being a Recharge ability rather than at-will, compensated for by an increase in damage. It would increase the PCs uncertainty if they weren't sure whether the Dodkong could counter their spell or not. If it could just spam it every round the sense of risk would vanish.</p><p></p><p>How about one of the following:</p><p></p><p style="margin-left: 20px"><em><strong>Dread Counterspell #1 (Recharge 4-6)?</strong></em> If a creature within 100 feet of the dodkong is in the process of casting a spell, the dodkong can attempt to interrupt that spellcaster with a psychic assault. The spellcasting creature must make a DC 22 save using their spellcasting ability or take 21 (6d6) psychic damage. If the creature survives and is casting a spell of 4th level or lower, its spell fails and has no effect. If the spell is 5th level or higher, the dodkong makes an Intelligence check (DC 10 + the spell's level). On a success, the spell fails and has no effect.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em><strong>Dread Counterspell #2 (Recharge 4-6?)?</strong></em> If a creature within 100 feet of the dodkong is in the process of casting a spell, the dodkong can attempt to interrupt that spellcaster with a psychic assault. The spellcasting creature must make a DC 22 save using their spellcasting ability, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. If the creature survives and is casting a spell of 4th level or lower, its spell fails and has no effect. If the spell is 5th level or higher, the dodkong makes an Intelligence check (DC 10 + the spell's level). On a success, the spell fails and has no effect.</p><p></p><p>We could also give it a <em><strong>Legendary Action</strong></em> that recharges its Counterspell like, say:</p><p></p><p style="margin-left: 20px"><em><strong>Countermagic (Costs 2 Actions).</strong></em> The dodkong recharges its <em>Dread Counterspell</em>.</p><p></p><p>Hmm, I like that idea!</p></blockquote><p></p>
[QUOTE="Cleon, post: 9089527, member: 57383"] So if the above damage tweaks are OK by you, are we done with the Actions and Legendary Actions? Let's see, what other mechanics gubbins do we need to add. Its Reactions need standard issue giant [I][B]Rock Catching[/B][/I] and that [I][B]Dread Counterspell[/B][/I] ability, although the latter might need some polishing. Updating the [B][URL='https://www.enworld.org/posts/9058978']Dodkong Working Draft[/URL][/B]. That just leaves [I][B]Dread Counterspell[/B][/I]. The last D&D Beyond draft I saw of that was: [INDENT][I][B]Dread Counterspell.[/B][/I] The dodkong utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, the dodkong makes an Intelligence check (DC 10 + the spell's level). On a success, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 (3d6) psychic damage if the spell fails.[/INDENT] Compared to the spell [I]counterspell[/I] that's a level higher and does a bit of damage, but is otherwise pretty much the same apart from not having a range. Not having a range is a serious oversight. I'm thinking this ability might benefit from being a Recharge ability rather than at-will, compensated for by an increase in damage. It would increase the PCs uncertainty if they weren't sure whether the Dodkong could counter their spell or not. If it could just spam it every round the sense of risk would vanish. How about one of the following: [INDENT][I][B]Dread Counterspell #1 (Recharge 4-6)?[/B][/I] If a creature within 100 feet of the dodkong is in the process of casting a spell, the dodkong can attempt to interrupt that spellcaster with a psychic assault. The spellcasting creature must make a DC 22 save using their spellcasting ability or take 21 (6d6) psychic damage. If the creature survives and is casting a spell of 4th level or lower, its spell fails and has no effect. If the spell is 5th level or higher, the dodkong makes an Intelligence check (DC 10 + the spell's level). On a success, the spell fails and has no effect.[/INDENT] [INDENT][/INDENT] [INDENT][I][B]Dread Counterspell #2 (Recharge 4-6?)?[/B][/I] If a creature within 100 feet of the dodkong is in the process of casting a spell, the dodkong can attempt to interrupt that spellcaster with a psychic assault. The spellcasting creature must make a DC 22 save using their spellcasting ability, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. If the creature survives and is casting a spell of 4th level or lower, its spell fails and has no effect. If the spell is 5th level or higher, the dodkong makes an Intelligence check (DC 10 + the spell's level). On a success, the spell fails and has no effect.[/INDENT] We could also give it a [I][B]Legendary Action[/B][/I] that recharges its Counterspell like, say: [INDENT][I][B]Countermagic (Costs 2 Actions).[/B][/I] The dodkong recharges its [I]Dread Counterspell[/I].[/INDENT] Hmm, I like that idea! [/QUOTE]
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