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General Tabletop Discussion
*Dungeons & Dragons
Replacing Damage-On-A-Miss
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<blockquote data-quote="Manbearcat" data-source="post: 6265703" data-attributes="member: 6696971"><p>There is the aesthetic difference that KM suggests here but there is also a further, more subtle, tactical difference. The aura I outlined above has a Control aspect that can help the Fighter be a proper Defender. The effect forces engaged enemies (or future enemies who are considering engaging) to make a catch-22 decision:</p><p></p><p> A ) If they stay engaged, they risk eating Str mod damage (on a failed Dex save). </p><p></p><p>or</p><p></p><p>B) If they disengage (to attempt to chase down the Berserker's allies or to retreat), they automatically eat an OA (likely more punitive than staying engaged). </p><p></p><p>Whats more, the player can further build on this paradigm to deepen the tactical depth. They could buff either of the effects of A or B. Buffing the effects of A (eg; negative to the save or Str mod * 2 damage) would increase the likelihood of enemies risking the outcome of B, which would be conducive for a Fighter who isn't looking to be the primary Defender of the group. You could also build for inducing conditions off of either A or B (such as Restrained in certain, select situations with a failed save under A...or Hinder under B...or Advantage on an ally's next attack for either). Or, you could build for effects such as allowing the Berserker to use the DIsengage Action as an Immediate Action when hit by an enemy who failed its Dexterity Saving Throw against the Berserker.</p><p></p><p>Options aplenty.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6265703, member: 6696971"] There is the aesthetic difference that KM suggests here but there is also a further, more subtle, tactical difference. The aura I outlined above has a Control aspect that can help the Fighter be a proper Defender. The effect forces engaged enemies (or future enemies who are considering engaging) to make a catch-22 decision: A ) If they stay engaged, they risk eating Str mod damage (on a failed Dex save). or B) If they disengage (to attempt to chase down the Berserker's allies or to retreat), they automatically eat an OA (likely more punitive than staying engaged). Whats more, the player can further build on this paradigm to deepen the tactical depth. They could buff either of the effects of A or B. Buffing the effects of A (eg; negative to the save or Str mod * 2 damage) would increase the likelihood of enemies risking the outcome of B, which would be conducive for a Fighter who isn't looking to be the primary Defender of the group. You could also build for inducing conditions off of either A or B (such as Restrained in certain, select situations with a failed save under A...or Hinder under B...or Advantage on an ally's next attack for either). Or, you could build for effects such as allowing the Berserker to use the DIsengage Action as an Immediate Action when hit by an enemy who failed its Dexterity Saving Throw against the Berserker. Options aplenty. [/QUOTE]
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Replacing Damage-On-A-Miss
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