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Telegraphing Attacks
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<blockquote data-quote="77IM" data-source="post: 7631196" data-attributes="member: 12377"><p>A rule I have considered is "Dive Out of the Way."</p><p></p><p style="margin-left: 20px"><strong><em>Dive Out of the Way.</em></strong> When a creature that you can see targets you with an attack or effect, or creates an area effect and you are in an area, you can use your reaction to take the Dodge action. The effects of the Dodge apply to the attack or effect which triggered the reaction. After the attack or effect is resolved, you fall prone and become incapacitated until the end of your next turn.</p><p></p><p>My goal was to give players an interesting option when attacked, instead of "just sit there like a lump and just take it." Some characters already have options like this (Uncanny Dodge and <em>shield</em> come to mind), but when I put myself in player's shoes, I kind of want an option like this all the time. I think most of us have been in that position where you take your turn, blissfully attacking, when suddenly the giant turns from the tank to face YOU and then ohcrapohcrap here comes like 50 damage... It would be nice to be able to heroically dive out of the way or something.</p><p></p><p>The cost is that you lose your next action. It's kind of like "Ready" but backwards in time: you use your reaction to take the Dodge action, but then get no action on your <em>next</em> turn. Because backwards-in-time is very powerful, I added the "fall prone" bit, which is both very flavorful <em>and</em> neatly cancels out the benefit of Dodge for any further attacks. I think this makes Dive Out of the Way fairly balanced, as it's a one-time benefit that can be quite costly: it's more efficient to Dodge ahead of time than to wait for an emergency (because Dodging on your turn doesn't knock you prone). I think this would also encourage more tactical use of Dodge; many players focus on attacking and sort of forget that Dodge even exists.</p><p></p><p>I've never actually tried this rule in play. My current group is very large, and some of them are still learning the action economy. (Although <em>Mutant: Year Zero</em>'s defense rules are similar, and they seem to work OK.) I'm just presenting it here because it seems tangentially relevant to the "wind-up attack." If something like Dive Out of the Way were an option, then you wouldn't need the ogre to start winding up at the end of one turn and attack in the next. The ogre could wind-up and attack right away, because the targeted players could respond to the big wind-up immediately by using reactions. Just some food for thought.</p></blockquote><p></p>
[QUOTE="77IM, post: 7631196, member: 12377"] A rule I have considered is "Dive Out of the Way." [INDENT][B][I]Dive Out of the Way.[/I][/B] When a creature that you can see targets you with an attack or effect, or creates an area effect and you are in an area, you can use your reaction to take the Dodge action. The effects of the Dodge apply to the attack or effect which triggered the reaction. After the attack or effect is resolved, you fall prone and become incapacitated until the end of your next turn.[/INDENT] My goal was to give players an interesting option when attacked, instead of "just sit there like a lump and just take it." Some characters already have options like this (Uncanny Dodge and [I]shield[/I] come to mind), but when I put myself in player's shoes, I kind of want an option like this all the time. I think most of us have been in that position where you take your turn, blissfully attacking, when suddenly the giant turns from the tank to face YOU and then ohcrapohcrap here comes like 50 damage... It would be nice to be able to heroically dive out of the way or something. The cost is that you lose your next action. It's kind of like "Ready" but backwards in time: you use your reaction to take the Dodge action, but then get no action on your [I]next[/I] turn. Because backwards-in-time is very powerful, I added the "fall prone" bit, which is both very flavorful [I]and[/I] neatly cancels out the benefit of Dodge for any further attacks. I think this makes Dive Out of the Way fairly balanced, as it's a one-time benefit that can be quite costly: it's more efficient to Dodge ahead of time than to wait for an emergency (because Dodging on your turn doesn't knock you prone). I think this would also encourage more tactical use of Dodge; many players focus on attacking and sort of forget that Dodge even exists. I've never actually tried this rule in play. My current group is very large, and some of them are still learning the action economy. (Although [I]Mutant: Year Zero[/I]'s defense rules are similar, and they seem to work OK.) I'm just presenting it here because it seems tangentially relevant to the "wind-up attack." If something like Dive Out of the Way were an option, then you wouldn't need the ogre to start winding up at the end of one turn and attack in the next. The ogre could wind-up and attack right away, because the targeted players could respond to the big wind-up immediately by using reactions. Just some food for thought. [/QUOTE]
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