this post was submitted on 03 Jan 2024
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This is cool in theory, but kind of annoying if you are trying to modify the roll with something like Favored by the Gods from Divine Soul Sorcerer that specifically can activate if you fail the roll.
You add an additional 2d4 to your attack/save that fails.
I’m not sure if ANY other dice modifications work after knowing failure, but I know this one does. I know when I play divine souls I always like to save it for those random Int/Wis saves that’ll get ya.
It might work like how my table handles the shield spell but in reverse. For example....
DM rolls attack against Pat's Tiefling Wizard named Tim.
DM: I am rolling the goblin's attack. Pat, what's Tim's AC?
Pat: 15.
DM rolls a 16. Does not tell anyone.
DM: Okay, the goblin hits you. I know you have at least one possible reaction, what does Tim do?
Pat: Tim casts shield! His AC is now 20.
DM: The attack misses!
DM then describes to the Party how the goblin arrow slings towards Tim, stopping only when it gets stuck in a last second distortion of abjuration magics.
I really don't like this, since it makes shield a blind shot, for the chance of making an attack miss. Wich is not a big deal for characters with high AC (since +5 is enough to make almost all attacks, that would otherwise hit, miss instead), but for characters with low AC it is. So the nerf doesn't really work well.
Besides: It makes it even harder to do something I really like: figure out things about the monster by ,,reading" their roles and thus adapting my characters strategy.
And lastly it makes the PCs feel... babysitted, since the DM does not seem to trust them and just plays the whole thing for them. (Why even bother rolling any check yourself if the DM can just do it all the time?)