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How Should Taunting Work?
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<blockquote data-quote="doctorbadwolf" data-source="post: 7583521" data-attributes="member: 6704184"><p>Great point on the reaction. Setting a specific behavior is more in line with 5e simplicity, but leaving it open ended works fine, as well. </p><p></p><p></p><p> Great points. A feint, IMO, is a move you do to get advantage against a creature, primarily, but I can also see using it to get them to overextend using their movement to come into a space they won't enjoy being in. </p><p></p><p> </p><p>A check against passive insight works fine, for sure. A save IMO works just as well, set against a DC determined by the player's skill, but I'd prefer to make the roll, as a player. </p><p>Another way to deal with the ettin, if a DM wants to treat ettins differently, is to set two DCs. If you hit the higher one, you taunt both heads. If you hit the lower, only one falls for it. But, even that is something for DMs that <em>want</em> to have ettins work differently for this sort of thing. </p><p></p><p>I don't think disadvantage makes any sense for it, though. Having two heads makes ettins easier to confuse, not harder. </p><p></p><p> I could roll with that. So, it works until the end of your next turn? Making it work for two rounds, as such, is wonky in play IME. </p><p></p><p>To the rest, I agree. My preference is repeated saves, but maybe it should just be 1 round, and then you can try again to keep it's attention, and if it's getting nothing out of chasing you the DC gets higher or it gets advantage to save/you get disad to the check. </p><p>Maybe a feat that lets you be extra good at it, with a +1 to cha, training in Performance if you don't have it, and the Taunted effect is ongoing with a save every round? </p><p></p><p> 2 things, in reverse order</p><p></p><p>A) No, it doesn't, necessarily. PC behavior can only be forced by magic, while NPC behavior can be determined by PC skill check success. The DM never, ever, gets to determine how the PC feels about anything. At all. Ever. Period. </p><p></p><p>however,</p><p></p><p>2) This is about, essentially, a combat manuever. The player can decide what it looks like when they fall for the ploy, without the mechanic stepping on their agency. Maybe they get angry, maybe they get distracted and don't realise how open they are leaving themselves by "swatting the fly", whatever. It's up to the player. </p><p></p><p>So, my answer is the same either way. As a DM, I don't use mechanics that force PC behavior much at all, including spells, but that's a DM preference. I'm not trying to make the game less fun for them, and it doesn't hurt my fun at all when they use hold person or crown of madness on the creatures I'm controlling. </p><p></p><p>If my rogue or his companion (lately more often in owl form, because we've been in the air a lot) can taunt an ettin by making a charisma (whatever) check against their passive Insight, then the enemy necromancer can do the same to my rogue.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7583521, member: 6704184"] Great point on the reaction. Setting a specific behavior is more in line with 5e simplicity, but leaving it open ended works fine, as well. Great points. A feint, IMO, is a move you do to get advantage against a creature, primarily, but I can also see using it to get them to overextend using their movement to come into a space they won't enjoy being in. A check against passive insight works fine, for sure. A save IMO works just as well, set against a DC determined by the player's skill, but I'd prefer to make the roll, as a player. Another way to deal with the ettin, if a DM wants to treat ettins differently, is to set two DCs. If you hit the higher one, you taunt both heads. If you hit the lower, only one falls for it. But, even that is something for DMs that [I]want[/I] to have ettins work differently for this sort of thing. I don't think disadvantage makes any sense for it, though. Having two heads makes ettins easier to confuse, not harder. I could roll with that. So, it works until the end of your next turn? Making it work for two rounds, as such, is wonky in play IME. To the rest, I agree. My preference is repeated saves, but maybe it should just be 1 round, and then you can try again to keep it's attention, and if it's getting nothing out of chasing you the DC gets higher or it gets advantage to save/you get disad to the check. Maybe a feat that lets you be extra good at it, with a +1 to cha, training in Performance if you don't have it, and the Taunted effect is ongoing with a save every round? 2 things, in reverse order A) No, it doesn't, necessarily. PC behavior can only be forced by magic, while NPC behavior can be determined by PC skill check success. The DM never, ever, gets to determine how the PC feels about anything. At all. Ever. Period. however, 2) This is about, essentially, a combat manuever. The player can decide what it looks like when they fall for the ploy, without the mechanic stepping on their agency. Maybe they get angry, maybe they get distracted and don't realise how open they are leaving themselves by "swatting the fly", whatever. It's up to the player. So, my answer is the same either way. As a DM, I don't use mechanics that force PC behavior much at all, including spells, but that's a DM preference. I'm not trying to make the game less fun for them, and it doesn't hurt my fun at all when they use hold person or crown of madness on the creatures I'm controlling. If my rogue or his companion (lately more often in owl form, because we've been in the air a lot) can taunt an ettin by making a charisma (whatever) check against their passive Insight, then the enemy necromancer can do the same to my rogue. [/QUOTE]
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