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Unfreezing the Narrative
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<blockquote data-quote="billd91" data-source="post: 9860046" data-attributes="member: 3400"><p>The challenge with so many of these ideas is that they encroach on other spells, feats, actions, or abilities that do something similar and therefore devalues them - all because, as a PC, your attack/spell targeting the enemy missed its mark. I understand that people get frustrated when the dice produce results that aren't to their liking and their turn feels like its full of nerf. But I think we have to be careful about what kind of power we give out to alleviate that frustration.</p><p></p><p>Something along this line is probably the best way to give out a benefit without overly encroaching on other effects. It's personal to the PC who missed and helps set them up for the next attempt. They're "getting their range" or "taking their measure" of the target and if they persist in going after it, they will benefit. I think advantage is too good - I'd rather just give a +1 to hit for each successive failure like they're gaining momentum (and treat that +1 like a -1 on the target's saving throw if casting non-attack roll spells). I also wouldn't remove it with the clause "unless they damage you back first". </p><p></p><p>Overall, I'm not sure how necessary something like this really is. ACs and saving throw bonuses tend to be down in 5e compared to some other editions so completely missing for long stretches of time is relatively unlikely (not impossible - my heart goes out to players with bad dice luck like Dave and Cam in my own campaigns). And situations where the target number is high are opportunities for players to switch their tactics up a bit and do a little more coordination by deliberately engineering advantages on their attacks/disadvantages to their opponents rather than just rely on old stand-by tactics like "I attack again" or "I'm casting another encounter-ending save or die spell" that show little to no initiative in changing things up and cooperating to improve chances.</p></blockquote><p></p>
[QUOTE="billd91, post: 9860046, member: 3400"] The challenge with so many of these ideas is that they encroach on other spells, feats, actions, or abilities that do something similar and therefore devalues them - all because, as a PC, your attack/spell targeting the enemy missed its mark. I understand that people get frustrated when the dice produce results that aren't to their liking and their turn feels like its full of nerf. But I think we have to be careful about what kind of power we give out to alleviate that frustration. Something along this line is probably the best way to give out a benefit without overly encroaching on other effects. It's personal to the PC who missed and helps set them up for the next attempt. They're "getting their range" or "taking their measure" of the target and if they persist in going after it, they will benefit. I think advantage is too good - I'd rather just give a +1 to hit for each successive failure like they're gaining momentum (and treat that +1 like a -1 on the target's saving throw if casting non-attack roll spells). I also wouldn't remove it with the clause "unless they damage you back first". Overall, I'm not sure how necessary something like this really is. ACs and saving throw bonuses tend to be down in 5e compared to some other editions so completely missing for long stretches of time is relatively unlikely (not impossible - my heart goes out to players with bad dice luck like Dave and Cam in my own campaigns). And situations where the target number is high are opportunities for players to switch their tactics up a bit and do a little more coordination by deliberately engineering advantages on their attacks/disadvantages to their opponents rather than just rely on old stand-by tactics like "I attack again" or "I'm casting another encounter-ending save or die spell" that show little to no initiative in changing things up and cooperating to improve chances. [/QUOTE]
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