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General Tabletop Discussion
*Dungeons & Dragons
Telegraphing Attacks
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<blockquote data-quote="Blue" data-source="post: 7631193" data-attributes="member: 20564"><p>Some you could just add - have the dragon inhale after it finishes it's actions on the turn before it breaths. Makes avoiding the breath a little easier.</p><p></p><p>Others the rules have options for - but little to take advantage of them. For example that casting a spell - there are rules for spells that take more than one action to cast, but very few spells in the book that take combat time but longer than an action. So make up some powerful (!) spells that take 2 or 3 actions to cast. Powerful enough to give up an action, weak enough that it shouldn't be two slots worth.</p><p></p><p>5e has already given all of the tools for this, it's easy to add in - though a bit more complex to balance if you intend the party to get a hold of it. A worst case is a spell that's worth it but leaves a player with "I continue casting" because that's boring. Citation: did it plenty casting spells in Earthdawn. Hated it.</p><p></p><p>Others, like the ogre winding up for a haymaker is a bit harder. That's the sort of thing that I'd usually do as a power for the foe, with the thought that it needs to be mondo effect - something like advantage is a huge depower. (Two d20s of different rounds that could give two hits is inherently better than nothing on the first round, and two d20s on the second round that could only give one hit.)</p><p></p><p>I think one of the challenges is that once a combatant is focused on, excepting bosses they only seem to last 2-3 rounds on average. So there's a good chance of inflicted "condition: dead" on them before it goes off. Especially with somethign like trying to disrupt concentration on a spell where damage is what you want anyhow.</p></blockquote><p></p>
[QUOTE="Blue, post: 7631193, member: 20564"] Some you could just add - have the dragon inhale after it finishes it's actions on the turn before it breaths. Makes avoiding the breath a little easier. Others the rules have options for - but little to take advantage of them. For example that casting a spell - there are rules for spells that take more than one action to cast, but very few spells in the book that take combat time but longer than an action. So make up some powerful (!) spells that take 2 or 3 actions to cast. Powerful enough to give up an action, weak enough that it shouldn't be two slots worth. 5e has already given all of the tools for this, it's easy to add in - though a bit more complex to balance if you intend the party to get a hold of it. A worst case is a spell that's worth it but leaves a player with "I continue casting" because that's boring. Citation: did it plenty casting spells in Earthdawn. Hated it. Others, like the ogre winding up for a haymaker is a bit harder. That's the sort of thing that I'd usually do as a power for the foe, with the thought that it needs to be mondo effect - something like advantage is a huge depower. (Two d20s of different rounds that could give two hits is inherently better than nothing on the first round, and two d20s on the second round that could only give one hit.) I think one of the challenges is that once a combatant is focused on, excepting bosses they only seem to last 2-3 rounds on average. So there's a good chance of inflicted "condition: dead" on them before it goes off. Especially with somethign like trying to disrupt concentration on a spell where damage is what you want anyhow. [/QUOTE]
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