ClaytonCross
Kinder reader Inflection wanted
This comes from the Mansions of Madness board game. It has an interesting fight mechanic that uses different skills based on the monster your fighting and possible selection of combat scenarios based on the weapon you are using. The end result being that you do damage with your weapon if you win, but the skill used to test is varied and the out come of success and failure very greatly with each turn. That said while I like it, I do also think D&D is pretty great so I am not suggesting this as a replacement but as a random event to break up some monotony in combat particularly in melee which is generally swing hit or miss, swing hit or miss. It will not help eldritch blast spam (sorry warlocks) and most other types of ranged combat usually have some verity with the exception of fighter archers which I have actually never seen at table. On top of that my current GM has been using group "skill challenges" where we all have to pick a skill then then create a story reason it would help in the scenario and we go 3 rounds looking for a number of success, and we can't use any one skill twice. This plays to the same idea of putting a little more narrative into combat, making some skills more combat oriented which makes players value them more, it makes who gets what tests random so it can be a huge deficit or a strong advantage.
-- I chose 8 as the random number because the average AC of monsters is or was about 14.25 or 15 at least at one point. So 8 + level 1 Proficiency bonus + 3 good starting combat stat would just miss and be at the edge of failure and success, but leaning to failure, so this is almost a second chance, but it could actually end worse than just missing or succeed better than a hit.
-- I could add one for all the skills in the game but this is just a concept testing point at the moment. Not sure how good or bad this is without play testing. If its good perhaps adding all 18 and dividing them up by for each character / weapon / spell would be worth it, however, if its a horrible idea... I will not likely waste more time on it. I just kind of want a second opinion on the concept right now.
Instead of using standard attacks for spells or weapons all the time.... If a 8 is rolled on an attack roll while in 5ft melee range, roll 1d6 and follow the below result. This replaces a single attack, additional attacks such as those from the Extra Attack feature, bonus action attacks from offhand weapons, or bonus action attacks granted from class features continue normally after this attack, unless stated otherwise.
1.The enemy over extends there reach throwing them self off balance, make a DC15 athletics (Strength) check. If you succeed, you push them off balance and while they are recovering take advantage of their instability and swing for the fences hitting them for an attack that does the maximum damage of the weapon only but also getting any bonuses it would normally have for this attack, and knocks them prone to boot. If you fail, the opponent is braced by your shove, overpowers your assault stopping your attack, and takes advantage of your overconfidence successfully hitting you for a standard melee or spell attack that does damage as normal.
2.The enemy's defenses are prepared but you think you might be able to create and opening with quick jump to one side throwing off their angle of attack and allowing you to get behind defenses, make a DC 15 acrobatics (Dexterity) check. If you succeed, you make the jump striking past there defensives before they can react. You do damage as usual for your intended attack as well as forcing them momentarily into less defensive position. The next attack by you or any ally against them has advantage. If you fail, they quickly adjust to your position bringing there defenses to bear stopping your attack and pulling back from your reach. Any attacks against the same opponent you make until the end of your next turn are at disadvantage.
3.The enemy attempts to overwhelm you with a flurry of quick hard strikes, make a DC15 Constitution save. If you succeed, the enemy tires out as you deftly defend each blow. The enemy gains the stunned condition until the end of their next turn as the over exertion catches up with them all at once and responds too slow to stop your counter attack taking damage of a successful attack as normal. If you fail, you take damage from two successful attacks from the enemy. (no secondary effects apply to the hits such as sneak attack, grapples, or special abilities that cause disadvantage etc.. just damage)
4. The enemy attacks and its like memory, the same stance, the same strike, the same positioning you have seen so many times before. You know this fight, you just need to think of a way to use this knowledge to your advantage, make a DC15 Intelligence (History) check. If you succeed, you remember how to you best dealt with this in the past and repeat it exactly success fully striking your opponent with this attack and any additional attack actions you have from the extra attack feature, bonus action off hand attacks, or bonus action attacks from class features or feats. If you fail, you distract yourself in your train of thought losing focus on the moment. As a result the opponent makes a full round of attacks at you as a reaction. This includes any extra attacks and bonus action attacks they have, however they must be attacks that do damage, they can not move, and they must have a reaction available to spend in order to gain these attack. (These attacks resolve normally but do not gain benefit from secondary effects apply to the hits such as sneak attack, grapples, or special abilities that cause disadvantage etc.. just damage.)
5. The enemy is fighting with skill but your focused and alert for mistakes, make a DC15 Perception (Wisdom) check. If you succeed, you see your opening and make a critical strike. Role critical damage as normal. If you fail, the enemy gives no opening and not only does this attack fail to strike but you struggle to get any real perchance on your attacks. The enemy gains resistance to all of your damage and advantage on all saves against your spells or abilities until then end of your next turn.
6. The enemy is focused but you can use that too, make a DC15 Deception (Charisma). If you succeed, you draw them into the perfect defense … for your feint. You successfully strike the target doing damage as intended as well as making them doubt themselves. They second guess every decision for a moment losing their reaction and gaining disadvantage on their saves until then end of their next turn. If you fail, your enemy is not fooled and sees your faint coming and blocks it without hesitation. Your defenses suffer and the enemy gains advantage on all attacks against you until the end of their next turn.
-- I chose 8 as the random number because the average AC of monsters is or was about 14.25 or 15 at least at one point. So 8 + level 1 Proficiency bonus + 3 good starting combat stat would just miss and be at the edge of failure and success, but leaning to failure, so this is almost a second chance, but it could actually end worse than just missing or succeed better than a hit.
-- I could add one for all the skills in the game but this is just a concept testing point at the moment. Not sure how good or bad this is without play testing. If its good perhaps adding all 18 and dividing them up by for each character / weapon / spell would be worth it, however, if its a horrible idea... I will not likely waste more time on it. I just kind of want a second opinion on the concept right now.
Instead of using standard attacks for spells or weapons all the time.... If a 8 is rolled on an attack roll while in 5ft melee range, roll 1d6 and follow the below result. This replaces a single attack, additional attacks such as those from the Extra Attack feature, bonus action attacks from offhand weapons, or bonus action attacks granted from class features continue normally after this attack, unless stated otherwise.
1.The enemy over extends there reach throwing them self off balance, make a DC15 athletics (Strength) check. If you succeed, you push them off balance and while they are recovering take advantage of their instability and swing for the fences hitting them for an attack that does the maximum damage of the weapon only but also getting any bonuses it would normally have for this attack, and knocks them prone to boot. If you fail, the opponent is braced by your shove, overpowers your assault stopping your attack, and takes advantage of your overconfidence successfully hitting you for a standard melee or spell attack that does damage as normal.
2.The enemy's defenses are prepared but you think you might be able to create and opening with quick jump to one side throwing off their angle of attack and allowing you to get behind defenses, make a DC 15 acrobatics (Dexterity) check. If you succeed, you make the jump striking past there defensives before they can react. You do damage as usual for your intended attack as well as forcing them momentarily into less defensive position. The next attack by you or any ally against them has advantage. If you fail, they quickly adjust to your position bringing there defenses to bear stopping your attack and pulling back from your reach. Any attacks against the same opponent you make until the end of your next turn are at disadvantage.
3.The enemy attempts to overwhelm you with a flurry of quick hard strikes, make a DC15 Constitution save. If you succeed, the enemy tires out as you deftly defend each blow. The enemy gains the stunned condition until the end of their next turn as the over exertion catches up with them all at once and responds too slow to stop your counter attack taking damage of a successful attack as normal. If you fail, you take damage from two successful attacks from the enemy. (no secondary effects apply to the hits such as sneak attack, grapples, or special abilities that cause disadvantage etc.. just damage)
4. The enemy attacks and its like memory, the same stance, the same strike, the same positioning you have seen so many times before. You know this fight, you just need to think of a way to use this knowledge to your advantage, make a DC15 Intelligence (History) check. If you succeed, you remember how to you best dealt with this in the past and repeat it exactly success fully striking your opponent with this attack and any additional attack actions you have from the extra attack feature, bonus action off hand attacks, or bonus action attacks from class features or feats. If you fail, you distract yourself in your train of thought losing focus on the moment. As a result the opponent makes a full round of attacks at you as a reaction. This includes any extra attacks and bonus action attacks they have, however they must be attacks that do damage, they can not move, and they must have a reaction available to spend in order to gain these attack. (These attacks resolve normally but do not gain benefit from secondary effects apply to the hits such as sneak attack, grapples, or special abilities that cause disadvantage etc.. just damage.)
5. The enemy is fighting with skill but your focused and alert for mistakes, make a DC15 Perception (Wisdom) check. If you succeed, you see your opening and make a critical strike. Role critical damage as normal. If you fail, the enemy gives no opening and not only does this attack fail to strike but you struggle to get any real perchance on your attacks. The enemy gains resistance to all of your damage and advantage on all saves against your spells or abilities until then end of your next turn.
6. The enemy is focused but you can use that too, make a DC15 Deception (Charisma). If you succeed, you draw them into the perfect defense … for your feint. You successfully strike the target doing damage as intended as well as making them doubt themselves. They second guess every decision for a moment losing their reaction and gaining disadvantage on their saves until then end of their next turn. If you fail, your enemy is not fooled and sees your faint coming and blocks it without hesitation. Your defenses suffer and the enemy gains advantage on all attacks against you until the end of their next turn.