Yavathol
Explorer
I was thinking about the problems of getting low CR monsters to still be a threat to the PCs as they reach higher levels..
Warriors are limited in the number of creatures they can kill each round, since they only have 3-4 attacks each round. Ok, so they probably will hit and kill an orc with each attack, but if there is a group of 20 or so, the orcs will probably still get a few hits in, because of bounded accuracy, especially if they can pull a few tricks like the famous "Tucker's kobolds" and get advantage.
The problem is that any area of effect spellcasters will wipe out large numbers of the monsters before they can close. Giving them advantage on their saves wouldn't help because half damage would probably still kill them..
So what I'd like your opinion on is, how about an Evade Action (which theoretically anyone could use) that allows you to take no damage if you are affected by a "save for half damage" effect before the start of your next turn.
Would this be too effective in allowing PCs to shrug off Dragon breath attacks? Is it too overpowered for the monsters maybe, too unfair to the spellcasters who use a spell slot to no effect?
Are there better ways to help a group of monsters survive the artillery long enough to get into melee?
Warriors are limited in the number of creatures they can kill each round, since they only have 3-4 attacks each round. Ok, so they probably will hit and kill an orc with each attack, but if there is a group of 20 or so, the orcs will probably still get a few hits in, because of bounded accuracy, especially if they can pull a few tricks like the famous "Tucker's kobolds" and get advantage.
The problem is that any area of effect spellcasters will wipe out large numbers of the monsters before they can close. Giving them advantage on their saves wouldn't help because half damage would probably still kill them..
So what I'd like your opinion on is, how about an Evade Action (which theoretically anyone could use) that allows you to take no damage if you are affected by a "save for half damage" effect before the start of your next turn.
Would this be too effective in allowing PCs to shrug off Dragon breath attacks? Is it too overpowered for the monsters maybe, too unfair to the spellcasters who use a spell slot to no effect?
Are there better ways to help a group of monsters survive the artillery long enough to get into melee?