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Community
General Tabletop Discussion
*Dungeons & Dragons
is the dodge action broken?
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<blockquote data-quote="Charlaquin" data-source="post: 7307418" data-attributes="member: 6779196"><p>I disagree. She’s fighting defensively and not offensively. There should be a noticeable difference. Granted, reanimated skeletons don’t have the autonomy to decide to stop attacking if the person controlling them doesn’t instruct them to do so, and the mummy is right there in the room, watching the Figher/Rogue not attacking for a good 12 seconds.</p><p></p><p></p><p></p><p>It’s an abstraction, yes, but it’s not so abstract that characters can’t tell what Actions their opponents are using. The abstraction needs to insure the characters have the same information the players do. The skeletons (or rather, the mummy controlling them) isn’t thinking about it in terms of “She used her Action to Dodge instead of Attack”, but he should be able to recognize the difference between engaging with intent to kill and engaging with intent only to not get killed. And of course they acknowledge the threat she still potentially posed by Disengaging as they move away from her to fight the more active threats. </p><p></p><p></p><p></p><p>Oh, ok. That makes perfect sense, thanks for elaborating on your thought process <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>That’s my philosophy as well. Seems like a fun fight!</p><p></p><p></p><p>I don’t really care what their Intelligence is. I don’t expect my players to dumb down their own tactics or decision making based on their characters’ Ability Scores, and I don’t limit NPCs or monsters that way either.</p><p></p><p></p><p></p><p>Agreed, it definitely has its uses.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7307418, member: 6779196"] I disagree. She’s fighting defensively and not offensively. There should be a noticeable difference. Granted, reanimated skeletons don’t have the autonomy to decide to stop attacking if the person controlling them doesn’t instruct them to do so, and the mummy is right there in the room, watching the Figher/Rogue not attacking for a good 12 seconds. It’s an abstraction, yes, but it’s not so abstract that characters can’t tell what Actions their opponents are using. The abstraction needs to insure the characters have the same information the players do. The skeletons (or rather, the mummy controlling them) isn’t thinking about it in terms of “She used her Action to Dodge instead of Attack”, but he should be able to recognize the difference between engaging with intent to kill and engaging with intent only to not get killed. And of course they acknowledge the threat she still potentially posed by Disengaging as they move away from her to fight the more active threats. Oh, ok. That makes perfect sense, thanks for elaborating on your thought process :) That’s my philosophy as well. Seems like a fun fight! I don’t really care what their Intelligence is. I don’t expect my players to dumb down their own tactics or decision making based on their characters’ Ability Scores, and I don’t limit NPCs or monsters that way either. Agreed, it definitely has its uses. [/QUOTE]
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Community
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is the dodge action broken?
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