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Uncanny Dodge (Rogue)
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<blockquote data-quote="Uller" data-source="post: 6440683" data-attributes="member: 413"><p>I think therein lies the fundamental misunderstanding of the effectiveness of uncanny dodge. It doesnt double your hp. It's a reaction. Lvl 5+ parties are routinely fighting foes that get more than one attack or fighting larger numbers of weak foes. The first time it was used at our table the rogue's player thought she could just use it over and over and put herself in a bad spot thinking she could just dodge to stay alive. She dodged he first hit and then I had to explain to her that she couldn't use it again until her next turn. The next hit was a crit. The third hit put her down. If someone uses it to save a few hp on an attack that allows a dex save so what? Against any intelligent foe they just wasted it because the next attack will hurt worse. That is why I am so for the rogue being able to use this on any damaging attack...I want the rogue to have meaningful tactical choices. (Plus I just dont buy gamist arguments when they get way down in the weeds to the point where folks are arguing over the meaning of he words attack and hit).</p><p></p><p>Take Magic Missile. It specifically says the target is "hit" by the missiles so I would allow dodge against one missile. But in all likelihood the caster is not alone and if his allies are smart they will realize the rogue is now at a tactical (but temporary) disadvantage and will press the attack...all to save what? 1 or 2 hp? But if the rogue is low on hp that choice might make a big difference. Why would I want to deny my player that choice over a ridiculous definition of the word "attack"?</p><p></p><p>Some mentioned it is a "low level" ability. That's pretty subjective isn't it? In our last game our Paladin used abjure enemy to great effect and basically took a powerful enemy out of the fight...he got outsized use of his low level ability because he made good choices. That's what is supposed to happen.</p></blockquote><p></p>
[QUOTE="Uller, post: 6440683, member: 413"] I think therein lies the fundamental misunderstanding of the effectiveness of uncanny dodge. It doesnt double your hp. It's a reaction. Lvl 5+ parties are routinely fighting foes that get more than one attack or fighting larger numbers of weak foes. The first time it was used at our table the rogue's player thought she could just use it over and over and put herself in a bad spot thinking she could just dodge to stay alive. She dodged he first hit and then I had to explain to her that she couldn't use it again until her next turn. The next hit was a crit. The third hit put her down. If someone uses it to save a few hp on an attack that allows a dex save so what? Against any intelligent foe they just wasted it because the next attack will hurt worse. That is why I am so for the rogue being able to use this on any damaging attack...I want the rogue to have meaningful tactical choices. (Plus I just dont buy gamist arguments when they get way down in the weeds to the point where folks are arguing over the meaning of he words attack and hit). Take Magic Missile. It specifically says the target is "hit" by the missiles so I would allow dodge against one missile. But in all likelihood the caster is not alone and if his allies are smart they will realize the rogue is now at a tactical (but temporary) disadvantage and will press the attack...all to save what? 1 or 2 hp? But if the rogue is low on hp that choice might make a big difference. Why would I want to deny my player that choice over a ridiculous definition of the word "attack"? Some mentioned it is a "low level" ability. That's pretty subjective isn't it? In our last game our Paladin used abjure enemy to great effect and basically took a powerful enemy out of the fight...he got outsized use of his low level ability because he made good choices. That's what is supposed to happen. [/QUOTE]
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