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General Tabletop Discussion
*Dungeons & Dragons
Telegraphing Attacks
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<blockquote data-quote="Satyrn" data-source="post: 7631084" data-attributes="member: 6801204"><p>Oh, that reminds me of the other suggestion I had, @<em><strong><u><a href="https://www.enworld.org/forum/member.php?u=57494" target="_blank">Xeviat</a></u></strong></em>. In this case, you could have "winding up a tree-trunk to swing" be a bonus action that the ogre takes at the end of his turn. This would let the act of take a normal weaker attack on round 1 <strong>and</strong> begin his wind up. </p><p></p><p>On round 2, he can compete his devastation blow . . . or if his wind up is interrupted, make a normal weaker attack. Then, either way, he can begin another wind up attack. </p><p></p><p>In this way, the ogre could still get to attack every round - but do a lot more damage of he's ignored. Getting the balance right between the heavy hit and the weak one would give the players an interesting choice whether they want to risk the heavy hit, or take the time to interrupt him.</p><p></p><p>Edit: I should add, I think interrupting the wind up would have to be pretty near automatically successful to get the players to bother. As DEFCON said, offensive actions are far more tempting for players than defensive ones. If the defense isn't real likely to work, I don't tend to bother with them.</p></blockquote><p></p>
[QUOTE="Satyrn, post: 7631084, member: 6801204"] Oh, that reminds me of the other suggestion I had, @[I][B][U][URL="https://www.enworld.org/forum/member.php?u=57494"]Xeviat[/URL][/U][/B][/I]. In this case, you could have "winding up a tree-trunk to swing" be a bonus action that the ogre takes at the end of his turn. This would let the act of take a normal weaker attack on round 1 [B]and[/B] begin his wind up. On round 2, he can compete his devastation blow . . . or if his wind up is interrupted, make a normal weaker attack. Then, either way, he can begin another wind up attack. In this way, the ogre could still get to attack every round - but do a lot more damage of he's ignored. Getting the balance right between the heavy hit and the weak one would give the players an interesting choice whether they want to risk the heavy hit, or take the time to interrupt him. Edit: I should add, I think interrupting the wind up would have to be pretty near automatically successful to get the players to bother. As DEFCON said, offensive actions are far more tempting for players than defensive ones. If the defense isn't real likely to work, I don't tend to bother with them. [/QUOTE]
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