In a recent epic level campaign, we were fighting a homebrew eldritch horror that was a final boss for the campaign. At the start of the turn, when in its aura, a PC rolls a d6 and various effects occur with all of the effects being somewhat negative in effect and definitely of being a final boss but one of the mechanics was, if you roll a 5 the PC skips ahead in time and the PC instantly skips its entire turn(no save) and cannot take any reactions because it has technically teleported ahead in time. What is your opinion on this full turn skip mechanic, I can say as a PC that it was really not enjoyable to play against cause I would plan and then be told "your entire turn is skipped" and being, at one point, unlucky enough to roll it 3 times in a row. Is this mechanic normal for a final boss in a campaign cause I just feel generally unsatisfied from this mechanic and wanted to see others opinions.
I mostly agree with Lyxen, it's a nasty ability, but without knowing the theme or what the DM was going for it's hard to say if it was wrong.
That said, if your DM is looking for feedback on what to do differently; usually conditions have some kind of save associated with them, as there are plenty of ways to give you or your party better chances at even hard saves or saves with disadvantage to mitigate effects some of the time.
If imposing the effect automatically was the whole point, I'd say that losing the entire turn feels a bit extreme; a slightly less severe version would be to just disallow actions and reduce movement, i.e- you're pushed forward in time but not a full six seconds, maybe only 4 or 5, so a quick bonus action or reaction and a little movement is still possible.
Lastly though, stunned is a weird way to do a time skip; it would maybe have made more sense to make it a single round Banishment, so while you lose the turn, you're also effectively invulnerable so it's less of a blow. Hopefully the DM didn't abuse your being stunned to wail on you, but the ability to do that would be really weird for a time skip.
So yeah, it's a strange choice mechanically, but if it made the fight tough then maybe that was the point, or maybe you just got really unlucky on the rolls and the DM never intended for it to be so annoying an ability.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
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In a recent epic level campaign, we were fighting a homebrew eldritch horror that was a final boss for the campaign. At the start of the turn, when in its aura, a PC rolls a d6 and various effects occur with all of the effects being somewhat negative in effect and definitely of being a final boss but one of the mechanics was, if you roll a 5 the PC skips ahead in time and the PC instantly skips its entire turn(no save) and cannot take any reactions because it has technically teleported ahead in time. What is your opinion on this full turn skip mechanic, I can say as a PC that it was really not enjoyable to play against cause I would plan and then be told "your entire turn is skipped" and being, at one point, unlucky enough to roll it 3 times in a row. Is this mechanic normal for a final boss in a campaign cause I just feel generally unsatisfied from this mechanic and wanted to see others opinions.
I mostly agree with Lyxen, it's a nasty ability, but without knowing the theme or what the DM was going for it's hard to say if it was wrong.
That said, if your DM is looking for feedback on what to do differently; usually conditions have some kind of save associated with them, as there are plenty of ways to give you or your party better chances at even hard saves or saves with disadvantage to mitigate effects some of the time.
If imposing the effect automatically was the whole point, I'd say that losing the entire turn feels a bit extreme; a slightly less severe version would be to just disallow actions and reduce movement, i.e- you're pushed forward in time but not a full six seconds, maybe only 4 or 5, so a quick bonus action or reaction and a little movement is still possible.
Lastly though, stunned is a weird way to do a time skip; it would maybe have made more sense to make it a single round Banishment, so while you lose the turn, you're also effectively invulnerable so it's less of a blow. Hopefully the DM didn't abuse your being stunned to wail on you, but the ability to do that would be really weird for a time skip.
So yeah, it's a strange choice mechanically, but if it made the fight tough then maybe that was the point, or maybe you just got really unlucky on the rolls and the DM never intended for it to be so annoying an ability.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.