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(Steady?) Aim maneuver #190
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I'm not very good on writing maneuvers, but I tried to put all t h e discussion to paper. I like the stacking a lot of advantage part, and converted some of it to extra damage, so to not grant an auto crit. Static dmg also doesn't look like a great idea to me, but it was on the table. Fell free to hack the make iu her and rewrite it |
Quoting Kryx's earlier comments on the maneuver:
I don't think there's much room for negotiation here. Either the maneuver grants Advantage once, or it adds to the attack bonus in line with the bonuses granted by Precision. When I asked Kryx about this directly:
This maneuver is not going to make it into the game without respecting that design choice. |
I'm not trying to disrespect any design choices here. This is the idea that was suggested, I just fleshed out. Fell free to hack it and take it out. |
Just for history's sake, I'm gonna post here the first revision of this idea, straight from Discord ("Revision 1"):
Now, I'll try to type a new suggestion, that keeps to the restrictions mentioned above... (I'm gonna call this Revision 7)
Notes:
Please give feedback or offer your own revisions on this! |
First, I would substitute the "...or as an attack" part in the beggining of the maneuver for " or substituting an attack, if you take the attack action and has the extra attack feature". |
Now this is a quote from the rules, playing section: "If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, each advantage/disadvantage pair cancels out. After resolving, if you have multiple advantages or multiple disadvantages you roll one additional dice for each advantage or disadvantage. For example, two advantage and no disadvantage on an attack would roll 3d20 and keep the highest 1". So the rules allow for multiple dice to be rolled if multiple advantages apply. It also does not specify a limit. So having one stack of advantage in the attack per stamina is not bending the rules in any way, it is wihing the rules. If 6d20 is an absurd and practically auto hit, then we should put a limit in the stacking advantage, not only on the maneuver. The maneuver could be written so the enhance gives one extra stamina die to damage and one extra stack of advantage each 2 stamina spend, making a maximum of 3 advantages for 5 stamina, or 4d20 on the attack (one more than the example given in the text I mentioned) if no other source of disadvantage apply. |
This was one of the earlier iterations, yeah, where additional dice just added additional advantage. Personally I believe that the new advantage rules are fun, but if you put a maximum amount of advantages on a single roll, I'd say this maneuver should just allow you to gain advantages up to that many (and probably just drop the +1 part, for simplicity). |
This discussion is getting kinda of old news, did we just give up on the maneuver? I agree with itamarcu's last statement, the maneuver should stack advantage until the maximum of stacked advantages and deal stamina dice as extra damage, to keep it simple. The real question here is: do we need a cap on how much advantage a single attack can get? The example given is double advantage for 3d20 attack roll, should we allow more than that? |
I've given feedback on crucial aspects that were quoted above
If an idea requires breaking the rules of the system the first thought should be that the idea is problematic. Maybe not, but usually. I believe that is the case here as there are so few (if any) examples of such large bonuses to hit in 5e. If you go read the #suggestion-refinement channel you'll see that Golgar had some good suggestions for making this maneuver a reality in a way that does not break bounded accurracy. |
Well, I am Golagar, for some reason my nickname in the new account for github was default to the first part of my email. If the max increment possible for a maneuver like this is one advantage, then I think giving up one action or one attack is not worth it and we're back to the design board. If we change it to a bonus action than there is no design space, the maneuver ready exists and it's called precision. |
Features were never intended to give multiple advantages. Multiple advantages are intended to allow a user to have a circumstance advanatage stack with another circumstance advantage or to stack with a feature that gives advantage. Attacking with advantage already gives ~87% chance to hit. The game shouldn't give higher options for several reasons:
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Well in that case I'd have to change the whole maneuver. If it is to give advantage and stamina to the damage it has to be a bonus action, not a full attack or action, and in that case it steps into the precision maneuver design space. I'll try to write it again when I have time |
Wait, why not continue with the thing we had last written? Revision 8.
This keeps to bounded accuracy (the maximum you could get here is advantage and an additional +4). I am also okay with just dropping the "additional dice increase your attack roll by +1" part (though I'd rather keep it). Sidenote - this combos pretty nicely with the potential change to Spell Strikes, as you could cast a spell strike buff on your ranged weapon before making the attack, and you'd be less worried about wasting the special attack (and have a higher chance to crit with it). |
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The only version of this I can see working: Aim (1 stamina, marksmanship) Edit: advantage, cover-ignoring, with extra damage is more than enough. The additional dice also cancelling disadvantage is a cool, thematic bonus that sets it apart but remains within bounded accuracy. |
So basically, the last revision I made but without the extra +1? Yeah, like I said, I'm okay with that. So Revision 9:
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Aim added as a 1 stamina die maneuver |
This doesn't let you shoot around the corner - it just lets you aim well enough that you ignore "lower" forms of cover (half cover and three-quarters), by biding your time until the target looks around the corner or by shooting at the exposed part of the creature. It could be reduced to "ignore half-cover", if that's too much.
The goal here is to prevent you from aiming at the goblin with your dagger (about to throw it), using your reaction to stab the kobold that's running away from you, and then throwing the dagger at the goblin as if nothing happened. Similarly, the movement restriction is to allow the creature to hide behind (total) cover, so that you can't just walk on your next turn to see it again and then shoot at it with an "aimed" attack. All in all, though, it seems like we reached a good enough compromise, and my complaints above are minor. Thanks for adding this! |
Maybe I'm late at suggesting it, but maybe just restricting the character to half speed until the attack is made? He can still use all his speed, he is not restricted physically, but he would loose the maneuver. It's flavourfull (imo) and maybe will help bring the value down just that extra notch |
After aiming, your speed is reduced by half until you make the attack and you cannot use another maneuver when you make the attack. |
After a couple of hours in discord, we came up with the following idea of maneuver:
Aim – 1 Stamina
As an action, you can take aim with a ranged weapon and line up a perfect shot. You must choose a target and, until the start of your next turn, you cannot use your movement or take any reactions. Your next atrack against the target is a devastating shot. You have advantage on the attack row, ignore cover inferior to total cover and add the total stamina cost as stamima die to the damage row. If the smaller die also hit, you add and extra stamina die to the damage.
Enhance: you can spend more stamina to add and additional d20 to the attack still (stacking advantage).
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