Intentionally failing a d20 roll

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Is there any rule for/against simply saying "I wish to fail with my attack/skill check/saving throw/whatever?" I know that you can take a free action to close your eyes and effectively become "Blind" giving yourself -5 to an attack roll, but if for whatever reason you want to flat out miss with an attack, fail at lying to the king, keep the ongoing 10 psychic damage, or willingly contract skinrot, can you? I'm assuming it would be up to the DM.

That being said, there is a legit reason why I'm asking. I think I found a combo that revolves around missing with attacks to be completely effective.

The build: Hybrid Assassin/Rogue Multiclass Warlock
Feat: Cursed Shadow
Feat: Mark of Shadow
Feat: Roguish Killer

Cursed Shadow gives you Shadow Walk and therefore constant concealment, which is all that's required for maintaining hidden.
Mark of Shadow says that if you're hidden and miss with an attack, you remain hidden.
Roguish Killer gives extra damage if you miss with an attack while hidden (with some conditions, of course).

Granted I know that I'll still have to move at least 3 squares to keep Shadow Walk, but with a little luck and some high stealth checks, could I intentionally miss with every attack until I fail a stealth check and lose hidden?
You cannot intentionally miss.

You can however take penalties, such as running (though this kills your stealth check).  You'll still always hit on a 20 though.

Edit: I've got a mini-guide on missing.  Added Rogueish killer to it. 

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

that doesn't sound like it would be much fun to DM. I'd be uncomfortable allowing that sort of combo to be useful.
that doesn't sound like it would be much fun to DM. I'd be uncomfortable allowing that sort of combo to be useful.


This is a character for a solo game. A friend of mine is DMing a campaign for me alone, and I'm working on a character for it. My character is more or less a Ninja Assassin.
I would rule that you can't intentionally miss something because what you were doing was intentionally attacking something else. You can only miss what you was, intentionally, trying to hit. Or basically, trying to miss at target is not any sort of attack on the "target" and won't trigger miss effects (the "target" is not really your target).
i think a better approach to the matter is not an attempt to intentionally fail to hit every target of a power, but to wait for the appropriate moment to make an attack with a strong assurance of landing a hit.

If you are hidden [from the target] when you begin an action that would remove the hidden condition (such as make an attack), you retain hidden until that action is resolved.

You don't have to lose hidden if you miss due to mark of shadow (and with the presumption that you take fey pact, you could remain invisible if you've used eyebite).

You would probably need Hidden Insight, Killer's Insight, and Hybrid Talent: Cunning Sneak to further empower the build.

However, the most notable trick to it is that you must gain total concealment or superior cover to initiate the hidden state. This could be done with a successful Eyebite each encounter, but it affects only one creature and alerts them to your presence despite being blind to your location.

It appears to set up a one trick pony in which all conditions must be met exactly to function satisfactorily. Thus, every encounter and every encounter space would be approximately the same to serve the function.

It wouldn't be fun to DM.    
The effects you have found are supposed to make the game more fun and rewarding for certain styles of character, even if the dice are against you. Although it's interesting to load up on them and see if such a build is valid, really you are bending the build system (and related rules) to breaking point to realise - well, what, exactly? It's not a character concept - it's a build concept. Why not go back to a character concept, and see if you can build it using combinations that are a little more fun and flexible.
Not to mention allowing intentional misses makes party friendly/non-friendly area attacks irrevelent.
How about this example:

A race in a campain I am playing in can only comunicate in their own language, or through telepathy. None of the party speaks that language, so we have to fail a will defense to let them talk to us (and read our minds).

Is it understandable to "drop our guard" to automatically fail (and thus be able to communicate)?
How about this example:

A race in a campain I am playing in can only comunicate in their own language, or through telepathy. None of the party speaks that language, so we have to fail a will defense to let them talk to us (and read our minds).

Is it understandable to "drop our guard" to automatically fail (and thus be able to communicate)?

When you start making up houserules, the actual rules tend not to make as much sense.
How about this example:

A race in a campain I am playing in can only comunicate in their own language, or through telepathy. None of the party speaks that language, so we have to fail a will defense to let them talk to us (and read our minds).

Is it understandable to "drop our guard" to automatically fail (and thus be able to communicate)?

When you start making up houserules, the actual rules tend not to make as much sense.

Please explain. Do you mean this a house rule? 
Telepathy

A creature that has telepathy can communicate mentally with any creature that has a language, even if they don’t share the language. The other creature must be within line of effect and within a specified range. Telepathy allows for two-way communication.


No will defense, no outright mind reading. You just communicate. No die rolling of any kind. So yep, houserule.

Some people have already mentioned some of these.

You could pretty much guarentee a miss with:
blinded: -5
prone (you can prone yourself as a minor action): -2
Run: -5
Weapon you aren't proficient with: -2 to -3 (relative to a normal attack)

That is -15 to your attacks relative to normal. This means a 19 is effectively a 4. If you don't normally hit on a 4 you'll always miss unless you roll a 20.

You can also always miss by targetting a square with no creatures in it. You can do this because this is how you attack hidden/invisible creatures. It wouldn't work with this combo because you aren't targetting a creature, but it would work in general.

How about this example:

A race in a campain I am playing in can only comunicate in their own language, or through telepathy. None of the party speaks that language, so we have to fail a will defense to let them talk to us (and read our minds).

Is it understandable to "drop our guard" to automatically fail (and thus be able to communicate)?

You can't fail if you don't roll.

You don't roll defenses.

Fortunately, all races/classes/powers I know of that communicate telepathically, just do so - exactly like talking, except for the noise-related factors. No attacks involved, no defenses involved.

"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
I know that you can take a free action to close your eyes and effectively become "Blind" giving yourself -5 to an attack roll,



You *cannot*, in fact, do that.  It doesn't work.

if for whatever reason you want to flat out miss with an attack, fail at lying to the king, keep the ongoing 10 psychic damage, or willingly contract skinrot, can you?



"Fail at lying", you can do, because that's under your control.  That's the same as "choosing not to jump as far as you could" or "choosing to walk instead of run".  Just tell an unbelievable lie while deliberately semeing deceptive - that's "choosing to not roll Bluff".

Missing with an attack, you can't.  You can *not make an attack*, you can *attack something other than the creature*, but you can't "attack the target creature and then choose to miss", because of the Bag Of Rats Rule.

Keeping ongoing damage, impossible.  You don't "choose" to make Saves, they're a duration mechanic.  That's like saying "my power lasts only 1d4 rounds and I rolled a 2.  Can I keep it going for 3 or 4 or 5 rounds?"

Contract skinrot, again, you can't.  That's not under your control.

I'm assuming it would be up to the DM.



Nope.  I mean, he *can* totally house rule that to work, but there's actually clear, explicit rules that say what you want to do is not allowed, pretty much for the exact reason that there's abuses in them thar hills.
Confused about Stealth? Think "invisibility" means "take the mini off the board to make people guess?" You need to check out The Rules Of Hidden Club.
Damage types and resistances: A working house rule.
You cannot intentionally miss.


I call semi-BS.  If a player wants to miss - he can miss till he's blue in the face.

Having said that, I'd never give the player something for doing so.  Think of it as swinging at an empty square.  If you wanna flail around foolishly, that's your attack...  I'd just give the bad guys (basically) free actions trying to find you.  (you miss on purpose (and nothing happens), they search for you - rinse and repeat).



      
You cannot intentionally miss.


I call semi-BS.  If a player wants to miss - he can miss till he's blue in the face.   



It's semi-BS only in that regard that it is quite possible to intentionally miss by lying about your intended target. That is, your character can make a claim of aiming for a specifik target but really aim for a spot beside it. Mechanically, the claimed target is never your real target, though, and you did hit your real target (unless you actually missed and DID hit your claimed target, of course...)

Also, you could of course make an actual attack against whatever target you want to miss...and intentionally roll low on you die.
You cannot intentionally miss.


I call semi-BS.  If a player wants to miss - he can miss till he's blue in the face.



"Intentionally attacking something that isn't a target" isn't the same as "attacking the target and choosing to miss", though.

Which is to say, you can make an attack that hits nothing as often as you want - but you don't get to apply the "miss" effects of the attack to anything that you didn't *try to hit*.
Confused about Stealth? Think "invisibility" means "take the mini off the board to make people guess?" You need to check out The Rules Of Hidden Club.
Damage types and resistances: A working house rule.
Also, you could of course make an actual attack against whatever target you want to miss...and intentionally roll low on you die.



As long as you're going to cheat, why not just change the die to a "1" and claim that's what you rolled?
Confused about Stealth? Think "invisibility" means "take the mini off the board to make people guess?" You need to check out The Rules Of Hidden Club.
Damage types and resistances: A working house rule.
Also, you could of course make an actual attack against whatever target you want to miss...and intentionally roll low on you die.



As long as you're going to cheat, why not just change the die to a "1" and claim that's what you rolled?



I don't think concentrating really, really hard on rolling a "1", while actually not fudging the roll, counts as cheating... Wink

Also, you could of course make an actual attack against whatever target you want to miss...and intentionally roll low on you die.



As long as you're going to cheat, why not just change the die to a "1" and claim that's what you rolled?



I don't think concentrating really, really hard on rolling a "1", while actually not fudging the roll, counts as cheating...




True!  But  "intentionally roll low" implies that you're affecting the result of the die to make it non-random.

As long as you're only concentrating and praying or doing something else that doesn't matter to the real world, sure, but I wouldn't normally call that "intentionally rolling low"
Confused about Stealth? Think "invisibility" means "take the mini off the board to make people guess?" You need to check out The Rules Of Hidden Club.
Damage types and resistances: A working house rule.
Note that it's possible to "mostly" miss.  By say... attacking with an unproficent weapon (effective -2/3), non-magical (effective -0/6), running (-5), using power attack (-2), and not putting any stat's into the attack stat (effective -5/9).

But a natrual 20 will still hit (though not crit).

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

I actually did, once, not get a crit on a nat 20.  I was playing a L1 wild sorcerer at the time, with a whopping 8 str, and attacked my cleric while blinded and immobilized out of LoE of any bad guys in the hopes of rolling odd to get a saving throw to remove the blindness and immobilize.  Total bonus of -6 for a result of 14 turned out to be a miss result, though automatic hit due to the nat 20.  I rolled d4-1 damage with a result of 1.  I wasn't designed around missing, I was just designed around doing other things than attacking in melee.

The sad part is I didn't even get the saving throw since I rolled even...
D&D Next = D&D: Quantum Edition
I actually did, once, not get a crit on a nat 20.  I was playing a L1 wild sorcerer at the time, with a whopping 8 str, and attacked my cleric while blinded in the hopes of rolling odd to get a saving throw to remove the blindness.  Total bonus of -6 for a result of 14 turned out to be a miss result, though automatic hit due to the nat 20.  I rolled d4-1 damage with a result of 1.  I wasn't designed around missing, I was just designed around doing other things than attacking in melee.

The sad part is I didn't even get the saving throw since I rolled even...

I've played 2 build revolving around missing.  (Band of Fellows and a stealth build).  It's kinda funny...

You: "nat 20"
Party: "weee!"
You: "i reroll"
Party:  

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

You cannot intentionally miss.

You can however take penalties, such as running (though this kills your stealth check).  You'll still always hit on a 20 though.

Edit: I've got a mini-guide on missing.  Added Rogueish killer to it. 




I believe that is only for hitting in CC. 

If for some reason the DC is set really high and your roll a 20 you can still fail
Indeed - skills do not have auto-successes or auto-fails.  You can automatically make skill checks if your modifiers are sufficient that you hit the DC on a 1 (and are not subject to situational penalties) and you can autofail skill checks even if you roll a 20 if the DC is high enough/you take enough situational penalties.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
In my view, an intentional miss is not an attack. The alleged target of the intentional miss would not qualify as a "target" for a "Miss" or "Effect" line in the power.

I might possibly allow intentional misses to give a bonus on an Intimidate or Bluff check. However it might also cause a penalty on a Diplomacy check, would of course blow any chance at a subsequent surprise round, and might be interpreted by the NPCs as initiating combat.

Intentional failure on a skill check shouldn't even count as an attempt.
 
"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose