Talk:Poisebreaker (3.5e Feat)

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Problems[edit]

I don't want to spend too much time on this one, but the numbers on this need some adjustments. Right now, with any team work, this just up-ends encounters at mid-level. This stacks with the enhancement of the same name right now. Not sure if that was intended, but it only serves to exacerbate the current problem it presents.

Hitting an opponent and dealing hit point damage is only part of what happens on a successful hit. The other rider effects like bleed damage, tripping, forcing saves against effects, landing high risk-high reward combos, critical hit percentages, these things really get skewed with how this is right now. 

Changing this to something like "–2 damage for –1 to AC" is something, as well as "–2 to AC after every successful hit you make in the round until the start of your next turn". I haven't done the math on any of this though, so they're only rough suggestions right now. With the current version, by losing something like 6-10 damage on one attack, you can potentially double or triple the party's expected damage output for that round.--Ganteka Future (talk) 19:44, 29 September 2021 (UTC)

This is good: no, it's not intended to stack, I will specify it. I will consider changing the AC penalty-damage trade, I see now that it may be unbalanced as it is. The penalty lasts already one round, so that, by the time you may attack again the penalty is gone. You are right that this is intended to mainly benefit your companions. Maybe I should put an hard cap at -10. As for stacking: I put a limit on the enhancement limit, should I add that here? --The bluez in the dungeon (talk) 20:04, 29 September 2021 (UTC)