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<blockquote data-quote="RLBURNSIDE" data-source="post: 5537015" data-attributes="member: 94650"><p><strong>I like it</strong></p><p></p><p>I'd say turn all encounter powers into a semi-reliable "if you miss, you either do 1/2 damage + status effects or you don't lose the power, but grant CA UEONT and your turn ends either way". That way, if your encounter power was used to get the status effects, it still works but with less upfront damage, like many Wizard encounter powers. In exchange, for wizards, make their encounter powers that aren't already 1/2 on a miss, that + grant CA.</p><p></p><p>People hate more losing all effects AND damage AND their turn, than just a simple miss, IMO. And in a PF game I play in, they use crit and fumble cards which are way fun. Maybe give the players all an action point AND a luck card, which gives a +5 to a roll you just missed. Max 1 luck card, and you regain those when you crit, kill an opponent, come up with a clever idea, a funny situation, please the gods, or whatever else floats your boat at the gaming table.</p><p></p><p>In fact I like this so much, I will probably use something similar in a Dark Sun 4e game I'm planning to DM. Yay, fun! Trust me, those pathfinder crit cards that give out extra delibitating effects on crits and fumbles are a HIT at the gaming table, and make for more fun encounters. Isn't that the whole point? Not to make it auto-win, but take away some of the grind, tedium, and maybe add some spice and excitement to those classes that basically just deal damage.</p><p></p><p>Have a pre-made deck of random "Luck cards", each with an exchange. Do you use it, or not? Let's say at the start of combat, each PC gets one such card at random. When they use it, and kill a foe or crit, they get another one, and so on. At the end of combat they all go back into the deck. Add more and more new effects and trade offs and keep the players on their toes. The luck cards should always turn a miss into a hit + do something else (e.g. slow, daze, drop your weapon, cost you a bit of damage, temporarily blind you from the blood in your eyes, etc). or a chance to not expend your power, grant CA and end your turn (option B). </p><p></p><p>+1</p></blockquote><p></p>
[QUOTE="RLBURNSIDE, post: 5537015, member: 94650"] [b]I like it[/b] I'd say turn all encounter powers into a semi-reliable "if you miss, you either do 1/2 damage + status effects or you don't lose the power, but grant CA UEONT and your turn ends either way". That way, if your encounter power was used to get the status effects, it still works but with less upfront damage, like many Wizard encounter powers. In exchange, for wizards, make their encounter powers that aren't already 1/2 on a miss, that + grant CA. People hate more losing all effects AND damage AND their turn, than just a simple miss, IMO. And in a PF game I play in, they use crit and fumble cards which are way fun. Maybe give the players all an action point AND a luck card, which gives a +5 to a roll you just missed. Max 1 luck card, and you regain those when you crit, kill an opponent, come up with a clever idea, a funny situation, please the gods, or whatever else floats your boat at the gaming table. In fact I like this so much, I will probably use something similar in a Dark Sun 4e game I'm planning to DM. Yay, fun! Trust me, those pathfinder crit cards that give out extra delibitating effects on crits and fumbles are a HIT at the gaming table, and make for more fun encounters. Isn't that the whole point? Not to make it auto-win, but take away some of the grind, tedium, and maybe add some spice and excitement to those classes that basically just deal damage. Have a pre-made deck of random "Luck cards", each with an exchange. Do you use it, or not? Let's say at the start of combat, each PC gets one such card at random. When they use it, and kill a foe or crit, they get another one, and so on. At the end of combat they all go back into the deck. Add more and more new effects and trade offs and keep the players on their toes. The luck cards should always turn a miss into a hit + do something else (e.g. slow, daze, drop your weapon, cost you a bit of damage, temporarily blind you from the blood in your eyes, etc). or a chance to not expend your power, grant CA and end your turn (option B). +1 [/QUOTE]
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