I’ve come up with an idea for an ability/class feature, but I’m not sure how exactly to balance it. The concept is a sort of “battle dance” ability that gives a character a power boost. During their turn, the character can choose to perform this dance as their primary action. For every attack that the character avoids while doing this, they’ll get a buff of some kind, up to a maximum of maybe five times. If they get hit while dancing, they’ll be knocked out of their dance and lose any accumulated buffs. When It gets back around to being the character’s turn again, they can decide if they want to keep dancing to try to accumulate more power, or start attacking. The dance buff would only last the duration of the battle, or thirty minutes, maybe.
The thing I’m uncertain about is what kind of buff It should be, how much It should be able to stack, and if executing the dance should also add an evasion boost.
I thought about the buff being a temporary boost to HP. Like, for every attack avoided they would roll an extra hit die. I also thought about for every evasion giving them +1 to attack bonus.
Right now I’m thinking to should max out at +5 boosts, but that can be flexible.
Finally, I wonder if a bonus to Armor Class is appropriate when using this ability so that you have an increased chance of avoiding the hits. I want It to feel like a gamble, not like throwing your turn away.
For each success I'd give them a d4 that they could use to add on to roll like attack, save, damage, or add to AC on an upcoming attack roll on the PC.
I don't think I would want them to stack in use though. They could hold however many d4s you want the max to be, but they could only roll 1d4 for each base roll they want it added to. These would only be good for the current combat, and any leftover at the end are not kept.
I would consider it as having multiple types of Dances. I just threw up an example where you gain an effect during the dance and an action or reaction as well.
Each time you get the ability you select one dance. Steps are accumulated when a specific action occurs as dictated by the dance. While in a dance you can hold up to three steps. The use of steps may be used through the end of the round after you leave the dance.
Bolero - A slow purposeful dance which is intense. Each time an enemy hits you, gain a step. While in Bolero, you gain DR equal to your Dexterity Modifier.
As a Reaction, Bolero steps may be spent to reduce damage by an additional amount equal to your Charisma modifier.
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I’ve come up with an idea for an ability/class feature, but I’m not sure how exactly to balance it. The concept is a sort of “battle dance” ability that gives a character a power boost. During their turn, the character can choose to perform this dance as their primary action. For every attack that the character avoids while doing this, they’ll get a buff of some kind, up to a maximum of maybe five times. If they get hit while dancing, they’ll be knocked out of their dance and lose any accumulated buffs. When It gets back around to being the character’s turn again, they can decide if they want to keep dancing to try to accumulate more power, or start attacking. The dance buff would only last the duration of the battle, or thirty minutes, maybe.
The thing I’m uncertain about is what kind of buff It should be, how much It should be able to stack, and if executing the dance should also add an evasion boost.
I thought about the buff being a temporary boost to HP. Like, for every attack avoided they would roll an extra hit die. I also thought about for every evasion giving them +1 to attack bonus.
Right now I’m thinking to should max out at +5 boosts, but that can be flexible.
Finally, I wonder if a bonus to Armor Class is appropriate when using this ability so that you have an increased chance of avoiding the hits. I want It to feel like a gamble, not like throwing your turn away.
Thoughts and critique? Thanks!
For each success I'd give them a d4 that they could use to add on to roll like attack, save, damage, or add to AC on an upcoming attack roll on the PC.
I don't think I would want them to stack in use though. They could hold however many d4s you want the max to be, but they could only roll 1d4 for each base roll they want it added to. These would only be good for the current combat, and any leftover at the end are not kept.
and you can call them dance dice.
Legendary Bundle ~ Master Tier
Awesome idea. Thanks!
Battle Dance is a cool idea.
I would consider it as having multiple types of Dances. I just threw up an example where you gain an effect during the dance and an action or reaction as well.
Each time you get the ability you select one dance. Steps are accumulated when a specific action occurs as dictated by the dance. While in a dance you can hold up to three steps. The use of steps may be used through the end of the round after you leave the dance.
Bolero - A slow purposeful dance which is intense. Each time an enemy hits you, gain a step. While in Bolero, you gain DR equal to your Dexterity Modifier.
As a Reaction, Bolero steps may be spent to reduce damage by an additional amount equal to your Charisma modifier.