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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Manuevers (1st level) - Winners and Losers
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<blockquote data-quote="Doskious" data-source="post: 8489704" data-attributes="member: 86490"><p>I cannot disagree with the analysis as regards Wounding Strike.</p><p></p><p>I'm contemplating a different change to the ability than the one mentioned above:</p><p></p><p></p><p>The change I'm considering is this:</p><p></p><p><strong>Wounding Strike: </strong>As stated, but with the following addition: </p><p>- If the creature <em>elects</em> to attempt the Con save, it takes equivalent damage to the ongoing damage it would take from this ability at the end of its turn; if it elects to attempt the Con save and fails, the DC to remove the ongoing damage increases by 1. The target of this ability is not required to attempt a Con save to end the effect.</p><p></p><p>I feel like this accomplishes almost the same net effect in terms of guaranteed damage as Stalker0's houserule, and introduces some more interesting dynamics to the equation. Creatures with high Con saves are still unlikely to suffer significant damage from the ability (and that feels appropriate, and like it's fodder for some interesting narrative options after the combat), but it becomes significantly more dangerous against creatures with Con saves that are not on par with the DC (or simply unlucky creatures -- it's a save, there's a 5% chance that anyone will fail) who elect not to (or cannot) wait for proper medical aid, as attempting and failing the Con save means the creature will take 2d4 damage that round, or will take 1d4 damage and burn an action or an ally's action trying to deal with the wound. (Unless healing magic or regeneration renders it a moot point, and I feel like regeneration in particular <em>ought</em> to obviate this damage -- at that point, the character using Wounding Strike has brought a lasso to an artillery fight. As for healing magic, any time you can make the enemy react to you is generally a good thing for you.)</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Doskious, post: 8489704, member: 86490"] I cannot disagree with the analysis as regards Wounding Strike. I'm contemplating a different change to the ability than the one mentioned above: The change I'm considering is this: [B]Wounding Strike: [/B]As stated, but with the following addition: - If the creature [I]elects[/I] to attempt the Con save, it takes equivalent damage to the ongoing damage it would take from this ability at the end of its turn; if it elects to attempt the Con save and fails, the DC to remove the ongoing damage increases by 1. The target of this ability is not required to attempt a Con save to end the effect. I feel like this accomplishes almost the same net effect in terms of guaranteed damage as Stalker0's houserule, and introduces some more interesting dynamics to the equation. Creatures with high Con saves are still unlikely to suffer significant damage from the ability (and that feels appropriate, and like it's fodder for some interesting narrative options after the combat), but it becomes significantly more dangerous against creatures with Con saves that are not on par with the DC (or simply unlucky creatures -- it's a save, there's a 5% chance that anyone will fail) who elect not to (or cannot) wait for proper medical aid, as attempting and failing the Con save means the creature will take 2d4 damage that round, or will take 1d4 damage and burn an action or an ally's action trying to deal with the wound. (Unless healing magic or regeneration renders it a moot point, and I feel like regeneration in particular [I]ought[/I] to obviate this damage -- at that point, the character using Wounding Strike has brought a lasso to an artillery fight. As for healing magic, any time you can make the enemy react to you is generally a good thing for you.) Thoughts? [/QUOTE]
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