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<blockquote data-quote="Shiroiken" data-source="post: 7583625" data-attributes="member: 6775477"><p>Not a big fan of changing DCs/AC overall, especially by flat numbers. I do agree that Magic Resistance should grant Disadvantage on Spell Melee/Ranged Attacks, just as I think that Dungeon Delver should grant Disadvantage to Trap Attacks, because it balances things out fairly well.</p><p></p><p>Critical Failure should only exist in combination with Critical Success. 5E only has Critical Hits, so there should be a critical miss. Unfortunately, unlike Critical Hits, there no easy solution for all attacks. I would find the simplest effect to be "the next attack against you before the start of your next turn has Advantage," representing that you put yourself open while making the attack.</p><p></p><p>I made a very quick rule change to make Identify worthwhile You can identify 1 item over a long rest, but if it requires attunement, you automatically attune to it if able. If you can't attune to it, you only learn non-attuned properties and what attunement requirements exist. Cursed abilities are never learned, except via use of Identify. Since I am fond of putting out a LOT of cursed items, this make Identify pretty important.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7583625, member: 6775477"] Not a big fan of changing DCs/AC overall, especially by flat numbers. I do agree that Magic Resistance should grant Disadvantage on Spell Melee/Ranged Attacks, just as I think that Dungeon Delver should grant Disadvantage to Trap Attacks, because it balances things out fairly well. Critical Failure should only exist in combination with Critical Success. 5E only has Critical Hits, so there should be a critical miss. Unfortunately, unlike Critical Hits, there no easy solution for all attacks. I would find the simplest effect to be "the next attack against you before the start of your next turn has Advantage," representing that you put yourself open while making the attack. I made a very quick rule change to make Identify worthwhile You can identify 1 item over a long rest, but if it requires attunement, you automatically attune to it if able. If you can't attune to it, you only learn non-attuned properties and what attunement requirements exist. Cursed abilities are never learned, except via use of Identify. Since I am fond of putting out a LOT of cursed items, this make Identify pretty important. [/QUOTE]
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