Difference between revisions of "Talk:Demon's Nail (3.5e Feat)"

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:::: In that case, either don't remove the weapons, and simply fail the saving throw against GOH voluntarily. Sure, you're forced to move and take a -1 to stuff, but the enemy just wasted a standard action to move you, which might well be better than taking the damage. Plus, if a moderate-level character uses it, the damage won't be that big, just like the character's damage.
 
:::: In that case, either don't remove the weapons, and simply fail the saving throw against GOH voluntarily. Sure, you're forced to move and take a -1 to stuff, but the enemy just wasted a standard action to move you, which might well be better than taking the damage. Plus, if a moderate-level character uses it, the damage won't be that big, just like the character's damage.
 
:::: That said, I strongly dislike having to remember the damage as it went in. It's unnecessary book-keeping. Instead, I'd recommend having it scale with level, keeping in mind that the number of weapons embedded will quickly scale with TWF, BAB, etc. That way, you only need to keep track of the number of weapons, rather than the number, AND how much damage each does. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 22:16, 11 September 2014 (UTC)
 
:::: That said, I strongly dislike having to remember the damage as it went in. It's unnecessary book-keeping. Instead, I'd recommend having it scale with level, keeping in mind that the number of weapons embedded will quickly scale with TWF, BAB, etc. That way, you only need to keep track of the number of weapons, rather than the number, AND how much damage each does. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 22:16, 11 September 2014 (UTC)
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:::::Indeed, it's a tactical game.  If you remove the weapons, you've burned a move action and they win.  If you don't, they might hit you with the more dangerous burrowing and get over here options and win.  Of course, the feat is designed to be comparable to other options you'd have (one certain one being maneuvers).  Do you deal almost certain double damage, or do you full attack, possibly getting in more than 2 hits?  Or a maneuver, which may or may not also deal more damage.  Or do you debuff with burrowing to help your allies?
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:::::On the matter of remembering the damage, I waffled on it a bit but decided it was the best option.  The other option, re-rolling, might slow things down with excessive dice rolls.  However, I'll re-evaluate it and I might go back on that and just have you re-roll it. -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 22:42, 11 September 2014 (UTC)

Revision as of 22:42, 11 September 2014

Balance

Might this be moderate-level? --Ghostwheel (talk) 11:05, 11 September 2014 (UTC)

I doubt it, but how so? -- Eiji-kun (talk) 20:10, 11 September 2014 (UTC)
-1 penalty to stuff as a standard action, and 1 damage when removing weapons from body (which first you need to land) seem pretty weak for High level to me. The only decent maneuver is "Get Over Here" (which can be really strong in the right circumstances), but that's another standard action after you've embedded weapons into someone first. --Ghostwheel (talk) 20:40, 11 September 2014 (UTC)
You read it wrong, it's "They may tear any number of embedded weapons out as a move action, but deal themselves the same amount of damage the weapon did going in." That's quite potent, especially if one power attacked, sneak attacked, or whatnot. Note though that it's specific to Nail Spike, the other damaging options use just weapon damage + Str (or Dex), or twice original damage when saving vs Get Over Here. -- Eiji-kun (talk) 21:56, 11 September 2014 (UTC)
In that case, either don't remove the weapons, and simply fail the saving throw against GOH voluntarily. Sure, you're forced to move and take a -1 to stuff, but the enemy just wasted a standard action to move you, which might well be better than taking the damage. Plus, if a moderate-level character uses it, the damage won't be that big, just like the character's damage.
That said, I strongly dislike having to remember the damage as it went in. It's unnecessary book-keeping. Instead, I'd recommend having it scale with level, keeping in mind that the number of weapons embedded will quickly scale with TWF, BAB, etc. That way, you only need to keep track of the number of weapons, rather than the number, AND how much damage each does. --Ghostwheel (talk) 22:16, 11 September 2014 (UTC)
Indeed, it's a tactical game. If you remove the weapons, you've burned a move action and they win. If you don't, they might hit you with the more dangerous burrowing and get over here options and win. Of course, the feat is designed to be comparable to other options you'd have (one certain one being maneuvers). Do you deal almost certain double damage, or do you full attack, possibly getting in more than 2 hits? Or a maneuver, which may or may not also deal more damage. Or do you debuff with burrowing to help your allies?
On the matter of remembering the damage, I waffled on it a bit but decided it was the best option. The other option, re-rolling, might slow things down with excessive dice rolls. However, I'll re-evaluate it and I might go back on that and just have you re-roll it. -- Eiji-kun (talk) 22:42, 11 September 2014 (UTC)