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General Tabletop Discussion
*Dungeons & Dragons
Don't Point a Loaded Beholder at a Player Character You're Not Willing to Disintegrate
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<blockquote data-quote="Distracted DM" data-source="post: 9404764" data-attributes="member: 6894926"><p>Re: the giant crab claw damage- I love this, and I try to do it myself when possible... it's really hard in D&D for players to be able to tell, just by description or a mini/token on the board. On VTTs it's somewhat easier because settings can be such that damage and to-hit are rolled simultaneously, so they can see on a miss "holy crap that does HOW MUCH damage?"</p><p></p><p>Summoned allies, or three-way fights, however you CAN do it, telegraphing serious threats is a great way to get your players' attention.. and it's just fair- their characters would have some idea that that giant crab claw could cut them in two. <strong>I kind of wish that there was some mechanic or rule for this. </strong></p><p></p><p>Regarding catching yourself when being tossed off a cliff, I've done similar... I think it's most useful, though, if it were a stated rule, whether house-rule or official. That was enemies have it, players have it, expectations are set. I think it should require a reaction- that way players know if there's a cliff/pit in play, they know they should be conservative with said reactions.</p><p></p><p>Another reason to use saves over skills is because it's more difficult to pump up saves to ridiculous levels- Level Up A5E transferred a lot of things like grapples, shoves, etc. to Saves instead of contested skill checks for that reason.</p><p></p><p>P.S. I've run ~8 beholders against level ~8-9 parties in 5e. 6 of those fights were very easy for the players ... 2 of them resulted in character deaths via disintegration. It was rare that there was a middle-ground fight where they took a beating but no one died. It was feast or famine :'D</p></blockquote><p></p>
[QUOTE="Distracted DM, post: 9404764, member: 6894926"] Re: the giant crab claw damage- I love this, and I try to do it myself when possible... it's really hard in D&D for players to be able to tell, just by description or a mini/token on the board. On VTTs it's somewhat easier because settings can be such that damage and to-hit are rolled simultaneously, so they can see on a miss "holy crap that does HOW MUCH damage?" Summoned allies, or three-way fights, however you CAN do it, telegraphing serious threats is a great way to get your players' attention.. and it's just fair- their characters would have some idea that that giant crab claw could cut them in two. [B]I kind of wish that there was some mechanic or rule for this. [/B] Regarding catching yourself when being tossed off a cliff, I've done similar... I think it's most useful, though, if it were a stated rule, whether house-rule or official. That was enemies have it, players have it, expectations are set. I think it should require a reaction- that way players know if there's a cliff/pit in play, they know they should be conservative with said reactions. Another reason to use saves over skills is because it's more difficult to pump up saves to ridiculous levels- Level Up A5E transferred a lot of things like grapples, shoves, etc. to Saves instead of contested skill checks for that reason. P.S. I've run ~8 beholders against level ~8-9 parties in 5e. 6 of those fights were very easy for the players ... 2 of them resulted in character deaths via disintegration. It was rare that there was a middle-ground fight where they took a beating but no one died. It was feast or famine :'D [/QUOTE]
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Don't Point a Loaded Beholder at a Player Character You're Not Willing to Disintegrate
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