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Enlightened Grognard: One attack roll for area of effect
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<blockquote data-quote="Jurph" data-source="post: 5180807" data-attributes="member: 84577"><p>The DM could declare targets as "kin" and group sets of them under a single roll. This is unlikely to help for burst 1, but at higher levels and bigger AoEs, it will save a lot of bookkeeping. If I were DMing I could see taking (for example) only one roll for all the minions affected. One roll for each solo/leader/controller in the fight is probably valid. If there are multiple skirmishers, brutes, or soldiers with identical defenses, rolling for them all together is probably kosher too. The DM can <em>and should</em> force a separate attack roll for each PC affected by a friendly attack... every table I've ever been at, some of the most delicious and cinematic tension is when a player decides to attack the bad guy despite the possibility of friendly fire.</p><p></p><p>There may be a way to give the attacker a bonus if he/she chooses to roll only once, but it's tricky to balance this out... the more creatures are in the burst, the more likely the player would be to hit some of them. If (Attack Bonus + 10.5) = median roll (MR), and the DM knows the median defense (MD) of the creatures in the burst, the DM could present a choice to the player:</p><p>(1) "Take ten" and get a guaranteed hit the weakest half of creatures in the burst, then roll an attack against one more target of the attacker's choice at a straight +2 (this keeps your lurkers and skirmishers from being immune to controllers).</p><p>(2) Roll a single attack for all creatures in the burst, with a bonus of (median roll - median defense +1), with the same expected outcome - just over half of the creatures hit - but the possibility of hitting all or none.</p><p>(3) Roll 2d20 and take the average, rounded down, for all creatures in the burst. Again, same expected outcome, but the possibility of hitting all or missing all. A crit on either roll should increase the damage, and two crits should do double damage, so the player doesn't feel like he "wasted" a crit.</p><p></p><p>Even with those choices, I think the DM should force separate rolls for PCs caught in the burst.</p></blockquote><p></p>
[QUOTE="Jurph, post: 5180807, member: 84577"] The DM could declare targets as "kin" and group sets of them under a single roll. This is unlikely to help for burst 1, but at higher levels and bigger AoEs, it will save a lot of bookkeeping. If I were DMing I could see taking (for example) only one roll for all the minions affected. One roll for each solo/leader/controller in the fight is probably valid. If there are multiple skirmishers, brutes, or soldiers with identical defenses, rolling for them all together is probably kosher too. The DM can [i]and should[/i] force a separate attack roll for each PC affected by a friendly attack... every table I've ever been at, some of the most delicious and cinematic tension is when a player decides to attack the bad guy despite the possibility of friendly fire. There may be a way to give the attacker a bonus if he/she chooses to roll only once, but it's tricky to balance this out... the more creatures are in the burst, the more likely the player would be to hit some of them. If (Attack Bonus + 10.5) = median roll (MR), and the DM knows the median defense (MD) of the creatures in the burst, the DM could present a choice to the player: (1) "Take ten" and get a guaranteed hit the weakest half of creatures in the burst, then roll an attack against one more target of the attacker's choice at a straight +2 (this keeps your lurkers and skirmishers from being immune to controllers). (2) Roll a single attack for all creatures in the burst, with a bonus of (median roll - median defense +1), with the same expected outcome - just over half of the creatures hit - but the possibility of hitting all or none. (3) Roll 2d20 and take the average, rounded down, for all creatures in the burst. Again, same expected outcome, but the possibility of hitting all or missing all. A crit on either roll should increase the damage, and two crits should do double damage, so the player doesn't feel like he "wasted" a crit. Even with those choices, I think the DM should force separate rolls for PCs caught in the burst. [/QUOTE]
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Enlightened Grognard: One attack roll for area of effect
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