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2 years ago ::
Oct 09, 2011 - 11:56AM
#1
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Date Joined:
Feb 28, 2011
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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?
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2 years ago ::
Oct 09, 2011 - 12:06PM
#2
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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.
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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 Does an excellent job at keeping an enemy disabled in a few ways. Strong. 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. 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 Unnamed Avenger|Runepriest/Hammer 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, only 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.
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2 years ago ::
Oct 09, 2011 - 5:12PM
#3
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that doesn't sound like it would be much fun to DM. I'd be uncomfortable allowing that sort of combo to be useful.
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2 years ago ::
Oct 09, 2011 - 10:14PM
#4
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Date Joined:
Feb 28, 2011
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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.
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2 years ago ::
Oct 10, 2011 - 12:26AM
#5
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Date Joined:
Sep 12, 2004
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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).
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2 years ago ::
Oct 10, 2011 - 12:35AM
#6
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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.
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2 years ago ::
Oct 10, 2011 - 4:07AM
#7
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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.
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2 years ago ::
Oct 11, 2011 - 10:33AM
#8
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Date Joined:
Aug 27, 2009
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Not to mention allowing intentional misses makes party friendly/non-friendly area attacks irrevelent.
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2 years ago ::
Oct 15, 2011 - 8:36AM
#9
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Date Joined:
Oct 15, 2011
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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)?
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2 years ago ::
Oct 15, 2011 - 9:09AM
#10
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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.
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