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So, I figured out why 5e's encounter building is broken(and how to fix it)
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<blockquote data-quote="Staffan" data-source="post: 8919217" data-attributes="member: 907"><p>It certainly <strong>could</strong> work, it's just a matter of finding the right balance between defense, offense, and an action economy that encourages spreading the love. For example, an action that lets the monster Strike two different targets is better than an action that deals double normal damage.</p><p></p><p>One idea that came to me in the shower was something like Indomitable N: You count as N levels higher for the purposes of incapacitation effects, and get +N to all attempts to break ongoing effects (or reduce any flat check DC for the same purpose by N).</p><p></p><p>It would be interesting to see this in action because one of the issues I have with Incapacitation effects is that higher-level creatures essentially double-dip on their defenses against them: first by having saves that mean the chances of failure are pretty low (e.g. a level 7 caster probably has a save DC of 25, and a level 9 creature has +18 on their middle save) and even if they do fail that failure gets turned into a success, and a success into a critical success (so in the example the creature effectively fails on a natural 1, succeeds on 2-6, and crits on 7+). But if their defenses are lower, perhaps the incapacitation rules won't be so bad.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8919217, member: 907"] It certainly [B]could[/B] work, it's just a matter of finding the right balance between defense, offense, and an action economy that encourages spreading the love. For example, an action that lets the monster Strike two different targets is better than an action that deals double normal damage. One idea that came to me in the shower was something like Indomitable N: You count as N levels higher for the purposes of incapacitation effects, and get +N to all attempts to break ongoing effects (or reduce any flat check DC for the same purpose by N). It would be interesting to see this in action because one of the issues I have with Incapacitation effects is that higher-level creatures essentially double-dip on their defenses against them: first by having saves that mean the chances of failure are pretty low (e.g. a level 7 caster probably has a save DC of 25, and a level 9 creature has +18 on their middle save) and even if they do fail that failure gets turned into a success, and a success into a critical success (so in the example the creature effectively fails on a natural 1, succeeds on 2-6, and crits on 7+). But if their defenses are lower, perhaps the incapacitation rules won't be so bad. [/QUOTE]
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So, I figured out why 5e's encounter building is broken(and how to fix it)
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