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General Tabletop Discussion
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House Rule: Weapons Do Something On a Miss
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<blockquote data-quote="Ruin Explorer" data-source="post: 8526893" data-attributes="member: 18"><p>The way 5E does things, for martial characters, particularly at levels 1-4, it can certainly feel pretty damn rubbish when you get 2-3 rounds of "lol whiff" and there's literally nothing else you can do because of the action economy, and you having to decide to expend your main action before you know if you hit/miss.</p><p></p><p>So playing at lower levels this is particularly likely to be an issue.</p><p></p><p>Either way, I don't like the proposed approach because it means adding a whole lot of small modifiers to various stats.</p><p></p><p>Are people really going to remember all the "Oh this enemy has -1 to that and I have +1 to this" and so on? Especially given the limited duration of each effect. Double-especially if the monsters (often more numerous than the PCs) are also doing these effects.</p><p></p><p>I think what might work a little better is if you had:</p><p></p><p>A) A pool of points or whatever that you could spend on a miss (and maybe you build it up by missing and it resets on a long rest?)</p><p></p><p>(Edit: If built up by missing, I'd only give one if all your attacks in a round missed, btw.)</p><p></p><p>and</p><p></p><p>B) You could spend those points to cause effects which make sense on a miss, and are a bit more dramatic and inline with how 5E does things than -1/+1 modifiers. Like Spend 1 "Whiff Point" to inflict Stat Mod damage on the enemy anyway, or spend 2 "Whiff Points" to inflict Disadvantage on their attack rolls for a round because they're trying to get out of the way, or whatever. Or you spend 2 before rolling your attack for "Warrior's Intuition", and then roll your attack - if it hits, you spent the points, and everything happens as normal, but if it misses, your intuition allows you to choose another course, so you can do anything which isn't an attack.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8526893, member: 18"] The way 5E does things, for martial characters, particularly at levels 1-4, it can certainly feel pretty damn rubbish when you get 2-3 rounds of "lol whiff" and there's literally nothing else you can do because of the action economy, and you having to decide to expend your main action before you know if you hit/miss. So playing at lower levels this is particularly likely to be an issue. Either way, I don't like the proposed approach because it means adding a whole lot of small modifiers to various stats. Are people really going to remember all the "Oh this enemy has -1 to that and I have +1 to this" and so on? Especially given the limited duration of each effect. Double-especially if the monsters (often more numerous than the PCs) are also doing these effects. I think what might work a little better is if you had: A) A pool of points or whatever that you could spend on a miss (and maybe you build it up by missing and it resets on a long rest?) (Edit: If built up by missing, I'd only give one if all your attacks in a round missed, btw.) and B) You could spend those points to cause effects which make sense on a miss, and are a bit more dramatic and inline with how 5E does things than -1/+1 modifiers. Like Spend 1 "Whiff Point" to inflict Stat Mod damage on the enemy anyway, or spend 2 "Whiff Points" to inflict Disadvantage on their attack rolls for a round because they're trying to get out of the way, or whatever. Or you spend 2 before rolling your attack for "Warrior's Intuition", and then roll your attack - if it hits, you spent the points, and everything happens as normal, but if it misses, your intuition allows you to choose another course, so you can do anything which isn't an attack. [/QUOTE]
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