AC does tend to increase with CR, but so do ability scores/saving throw bonuses for monsters. I personally like being able to roll an attack, as a natural 20 is a natural 20 -- you can't get a critical with a saving throw.
AC does tend to increase with CR, but so do ability scores/saving throw bonuses for monsters. I personally like being able to roll an attack, as a natural 20 is a natural 20 -- you can't get a critical with a saving throw.
That's a heck of a point; I forgot about critical rolls.
Outside of the mechanics, the only other factors I could think of are:
If it's a save, then it's on the triggering creature to decide if they can take the hit or not
If it's an attack roll, then the player feels more in control of the action.
That second point is how I assume most people will fall into.
Magic Resistance (advantage on saves vs magic) is a thing too.
My homebrew ability does damage, so 1/2 damage for resistance would be more applicable, no? I thought advantage on saves was more for non-damaging effects, or is it a crap shoot which one applies?
Magic Resistance (advantage on saves vs magic) is a thing too.
My homebrew ability does damage, so 1/2 damage for resistance would be more applicable, no? I thought advantage on saves was more for non-damaging effects, or is it a crap shoot which one applies?
The "Magic Resistance" trait that a number of monsters have grants them advantage on saving throws against magical effects. :)
Hiya.
As you go up in level which is more advantageous, Ranged Spell Attack, or making the opponent roll an attribute save (if it helps, either Dex or Con)?
I have an subclass feature that mimics opportunity attacks and I'm wondering which method above is better.
Gnome Armorist - Artificer Subclass Homebrew
AC does tend to increase with CR, but so do ability scores/saving throw bonuses for monsters. I personally like being able to roll an attack, as a natural 20 is a natural 20 -- you can't get a critical with a saving throw.
Magic Resistance (advantage on saves vs magic) is a thing too.
Please take a look at my homebrewed Spells, Magic Items, and Subclasses. Any feedback appreciated.
That's a heck of a point; I forgot about critical rolls.
Outside of the mechanics, the only other factors I could think of are:
That second point is how I assume most people will fall into.
Gnome Armorist - Artificer Subclass Homebrew
My homebrew ability does damage, so 1/2 damage for resistance would be more applicable, no? I thought advantage on saves was more for non-damaging effects, or is it a crap shoot which one applies?
Gnome Armorist - Artificer Subclass Homebrew
The "Magic Resistance" trait that a number of monsters have grants them advantage on saving throws against magical effects. :)
I'm an idiot. I read magic resistance and immediately thought of damage resistance, not MAGIC resistance.
Gnome Armorist - Artificer Subclass Homebrew