Letting yourself get hit?

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A situation came up in a game last night where I wanted to get hit (I wanted powers to fire off) and we weren't sure for the rules for that.

If I just leave myself complete open to attack, what kind of negatives to do I get to AC?  What if it's an attack versus fort, ref, or will?

Is there a generic stance I can take to give myself negatives to AC and such?
There are no rules for allowing yourself to get hit. You could drop prone so you grant CA to melee attacks.
At best, I'd let you grant CA to anyone.  Or arguably, you could say that you close your eyes to temporarily give yourself the blinded condition, which grants CA as a part of it.
I'd allow you to be hit automatically if you really wanted, but I wouldn't let you gain any beneficial effects from the hit. Sort of a reverse 'Bag of Rats' rule.
"There's an old saying that all it takes for evil to triumph is that good people do nothing. I've always had a problem with that. If you do nothing to oppose evil, then how are you 'good'? To turn aside and allow evil to flourish is to collaborate with it. You ask for mercy. You claim you have done nothing. That 'nothing' is why you deserve no mercy." - Lorian Karthfaerr, drow paladin of Avandra Robin Laws says I'm a Storyteller:
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Ah, I guess the giving something combat advantage thing voluntarily would work.  I don't know if I'd want to go prone because then I'd have to spend a move action to get up.

I guess I could close my eyes too assuming I could open then as soon as I got hit so I could use my immediate reactions (though don't know if that would work for my immediate inturrupts).
I'll send you my DM's dice.  He only rolls 18s.

@mikemearls don't quite understand the difference

I don't make the rules, I just think them up and write them down. - Eric Cartman

Enough chitchat!  Time is candy! - Pinky Pie

There are no rules allowing yourself to be hit automatically (or even allowing you to give a penalty to your defenses when you want an attack to hit you or a penalty to your attack when you don't really want to hit).

Our group's house rule is that you can voluntarily impose a harmful condition on yourself (granting combat advantage, blinded, helpless) on your turn, but that condition lasts until the start of your next turn.

Agreed...no rule on this.  Speculating:

I think you could drop your defense bonus granted by INT or DEX to both AC and the Reflex defense.  I don't think you could drop your Will or Fort in this manner.  I don't think you could drop any bonus provided by armor.

If only this were 3rd edition...I could stop there.  But that pesky +1 to AC for every 2 levels in 4.0 creeps in.  Is that something that can be turned "OFF"?  I'd lean toward NO, this AC can't be turned off. 

But that pesky +1 to AC for every 2 levels in 4.0 creeps in.  Is that something that can be turned "OFF"?  I'd lean toward NO, this AC can't be turned off.



The +1 every two levels is akin to greater experience in combat; knowing when to move, when to duck, when to roll with a blow, when to absorb it, etc. Thus, if you were to allow someone to drop an INT or DEX AC and Reflex defense bonus, then I could easily see allowing it for the 1/2 level AC bonus.

I agree about the Fortitude and Will, however.

I also agree with other's who state any harmful condition you voluntarily allow impose on yourself should last until the start of your next turn.
I'd let you grant CA to anyone.

Ditto. Although there are no rules covering this situation, freely giving up CA at anytime seems like a reasonable request/adjudication of an atypical situation.

Could allowing yourself to get hit be rendering yourself helpless?
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Could allowing yourself to get hit be rendering yourself helpless?


I'd have a real hard time believing that you could drop into and out of helpless all that quickly.  At a minimum, you'd be helpless till the start of your next turn, opening yourself up to coup de grace all round.
Could allowing yourself to get hit be rendering yourself helpless?


I'd have a real hard time believing that you could drop into and out of helpless all that quickly.  At a minimum, you'd be helpless till the start of your next turn, opening yourself up to coup de grace all round.


That makes sense, and it limits whatever gags players might pull off with it.


It makes sense, because just making you helpless for one attack is sorta cheesy, and DMs would likely not allow it.  At the same time, it makes more sense that you're helpless because you intentionally let as much of your defenses down as possible: you refuse to shrug off mental attacks (Will), you give up on fighting off physical attacks (Fort), you put yourself in harm's way with no intent of dodging (Ref), and you aren't even putting up a good defense (AC).  So not only would that grant combat advantage, but it's pretty much signing your own death sentence.


It would've been different if it was intentionally provoking an opportunity attack, or dropping prone to grant combat advantage, because at least you're still trying to keep up your defenses, it's just that dropping prone is normally unfavorable for defending one's self against melee attacks (which is why you have the Slave Fighting waist item).


Now if the player insists on rendering himself helpless until the start of his next turn, takes full advantage of whatever he wanted to do by getting himself hit, and surviving the next round, then a round of applause for him is in order


EDIT: But if that "letting yourself get hit" would be something like taking the hit for someone else, you're not blatantly offering yourself up for a surefire hit... so that's something else entirely...

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57047238 wrote:
If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.
I Don't Always Play Strikers...But When I Do, I Prefer Vampire Stay Thirsty, My Friends
This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery. What I hope to be my most useful contributions to the D&D Community: DM Idea: Collaborative Mapping, Classless 4E (homebrew system, that hopefully helps in D&D Next development), Gamma World 7E random character generator (by yours truly), and the Concept of Perfect Imbalance (for D&D Next and other TRPGs in development) Pre-3E D&D should be recognized for what they were: simulation wargames where people could tell stories with The Best Answer to "Why 4E?" Fun vs. Engaging