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Hit Points at half?
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<blockquote data-quote="ravenheart" data-source="post: 5480288" data-attributes="member: 72088"><p>Why not make it the default for coup de grace then? I've been aching to remove helpless as a condition as it serves such a limited function. Come to think of it, helpless also grants combat advantage, and that got me thinking - <strong>what if you only needed combat advantage for a coup de grace?</strong> Hear me out.</p><p></p><p><strong>First</strong>, this would appear to radically increase the amount of coup de grace's made, so some alterations to that mechanic is needed. A coup de grace is technically a called shot or well-placed strike, which could warrant an attack penalty for landing, so what about a <strong>-2 penalty to the attack roll?</strong> Hell, you could allow a ranged coup de grace at an increased penalty to compensate for easily avoiding opportunity attacks (-5 perhaps).</p><p></p><p><strong>Second</strong>, auto-critting when you are flanking seems abusable, so what if it would simply <strong>deal double damage on a hit</strong> (keeping the 'slaying the target outright' mechanism). Makes it more usable for monsters as well. </p><p></p><p>I do like the idea of a save though, maybe reducing the target to 1 hp on a save (becoming minions, effectively)? And giving the PCs a slim chance of recovery even if they fail (reducing them to negative healing surge value instead of bloodied).</p><p></p><p><strong>Finally</strong>, such intent focus on a single target means taking your eyes of your other adversaries, so it would <strong>provoke opportunity attacks</strong> from adjacent enemies.</p><p></p><p>Here's a formatted version of my idea:</p><p></p><p></p><p><strong>Summing up:</strong> By making coup de grace a more available, albeit risky, option it makes fights more deadly and gives characters, especially strikers (and prominently rogues), the ability to possibly take out standard enemies in a single turn. This is of course, equally available to monsters so PC's shouldn't be overpowered in comparison.</p><p></p><p>Is this feasible? Or just fiddly?</p></blockquote><p></p>
[QUOTE="ravenheart, post: 5480288, member: 72088"] Why not make it the default for coup de grace then? I've been aching to remove helpless as a condition as it serves such a limited function. Come to think of it, helpless also grants combat advantage, and that got me thinking - [B]what if you only needed combat advantage for a coup de grace?[/B] Hear me out. [B]First[/B], this would appear to radically increase the amount of coup de grace's made, so some alterations to that mechanic is needed. A coup de grace is technically a called shot or well-placed strike, which could warrant an attack penalty for landing, so what about a [B]-2 penalty to the attack roll?[/B] Hell, you could allow a ranged coup de grace at an increased penalty to compensate for easily avoiding opportunity attacks (-5 perhaps). [B]Second[/B], auto-critting when you are flanking seems abusable, so what if it would simply [b]deal double damage on a hit[/b] (keeping the 'slaying the target outright' mechanism). Makes it more usable for monsters as well. I do like the idea of a save though, maybe reducing the target to 1 hp on a save (becoming minions, effectively)? And giving the PCs a slim chance of recovery even if they fail (reducing them to negative healing surge value instead of bloodied). [B]Finally[/B], such intent focus on a single target means taking your eyes of your other adversaries, so it would [B]provoke opportunity attacks[/B] from adjacent enemies. Here's a formatted version of my idea: [B]Summing up:[/B] By making coup de grace a more available, albeit risky, option it makes fights more deadly and gives characters, especially strikers (and prominently rogues), the ability to possibly take out standard enemies in a single turn. This is of course, equally available to monsters so PC's shouldn't be overpowered in comparison. Is this feasible? Or just fiddly? [/QUOTE]
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