• reluctantpornaccount@reddthat.com
    link
    fedilink
    arrow-up
    98
    arrow-down
    1
    ·
    1 year ago

    I think this is being misinterpreted a little bit. This only blocks attacks that exactly equal the final number. So for their example, AC 14, and final total being 23, 15-22 still hits and 24+ still hits.

    It’s an interesting magic item but ultimately it’s too much additional math and dice for a turn.

    • kibiz0r@lemmy.world
      link
      fedilink
      English
      arrow-up
      65
      ·
      1 year ago

      No rolling/math during combat, just a specific number that misses. You only roll (if you want to) after a long rest.

    • Coskii@lemmy.blahaj.zone
      link
      fedilink
      arrow-up
      28
      ·
      1 year ago

      Looks like the roll is done at long rest, so it would be a relatively static number.

      For a real short example, you roll a 10 after math, so you just put a little 10+ac misses automatically note somewhere handy until you sleep and roll again.

      It’s a fun little ring, and could be a really hype moment if/when it hits

    • bouh@lemmy.world
      link
      fedilink
      arrow-up
      9
      ·
      1 year ago

      In fact you only run the die after a long rest, not for each attack, so not so many dice roll actually? You just need to write the number somewhere.

    • xantoxis@lemmy.world
      link
      fedilink
      arrow-up
      6
      arrow-down
      1
      ·
      1 year ago

      My problem with it is it’s a waste of a ring slot. The odds of this helping you at all are miniscule. Fighting enemies that attack within a range of <=22? This ring doesn’t help you at all.

    • Cethin@lemmy.zip
      link
      fedilink
      English
      arrow-up
      5
      ·
      edit-2
      1 year ago

      So basically AC+1,except the +1 is a random slot somewhere 6 points above your AC. Yeah, I think this item would be annoying to use, and probably isn’t as good as just AC+1, because your AC should be somewhere near where enemies are hitting ideally, or you shouldn’t be getting attacked at all. 6 points higher might be out of their range to even hit.

  • RQG@lemmy.world
    link
    fedilink
    arrow-up
    19
    arrow-down
    7
    ·
    1 year ago

    Imo if your item requires an example in its rules text it is too complicated.

      • RQG@lemmy.world
        link
        fedilink
        arrow-up
        4
        arrow-down
        4
        ·
        1 year ago

        It does but they felt the need to include an example. Why? Because the item is too complicated.

    • Khrux@ttrpg.network
      link
      fedilink
      English
      arrow-up
      7
      ·
      1 year ago

      A very simplified version would be this.


      Ring of uncanny defense Rare, requires attunement

      Once per long rest, when you are hit by an attack that is not a critical hit while wearing this ring, you may use your reaction to cause that attack to miss and all future attack rolls that are equal to the first roll also miss. This benefit lasts until you finish a long rest.


      This is a little stronger as it comes with an automatic damage negation, but it guarantees it will see use once per day if you use it. It also negates rolling dice which consumes a deceptively long amount of time if you introduce a lot of effects that do this

      Currently it seems to specify that you roll the 1d10+5 when you attune. If you know that your average enemy has a +5 to hit, the tactically smart choice is to keep re-attuning until you get a 15. However if you move that to be triggered as a reaction, then the tactical playoff is still waiting for a common value to come up but also potentially choosing to negate a dangerous hit on an attack that’s unlikely to come back up like a 28 is a alternative tactical option.

  • iAvicenna@lemmy.world
    link
    fedilink
    arrow-up
    5
    ·
    edit-2
    1 year ago

    Hmm I wonder where does attack roll distribution peaks, better choose the number accordingly

    • prime_number_314159@lemmy.world
      link
      fedilink
      arrow-up
      5
      ·
      1 year ago

      The roll to hit is a single die, so if the attacker could hit or miss on a regular (1-19) roll, the best outcome is to block the lowest number, AC+6. The extra number gives no benefit against an attacker that couldn’t roll that number on a (modified) ordinary roll, and gives a 5% miss chance against an attacker that could.

      If the attacker has such a high chance to hit that they can roll AC+15 on a regular die, but cannot roll AC+6, you’re in trouble - they’ll basically never miss.

    • explodicle@local106.com
      link
      fedilink
      English
      arrow-up
      2
      ·
      1 year ago

      Since the result will be generally a high roll, you’ll proc the defense more often if you keep the target AC low - a d10 roll of 1.

      So if you’ve normally got an AC of 15, then you’ll want a target AC of 15+1+5=21, which nearly everything can hit.

  • MacedWindow@lemmy.world
    link
    fedilink
    arrow-up
    4
    ·
    1 year ago

    Seems like a fun idea. Sure it wouldn’t shine in a munchkin party, but my table would have fun with a “your 30 actually misses” item.

  • kryptonianCodeMonkey@lemmy.world
    link
    fedilink
    arrow-up
    5
    arrow-down
    3
    ·
    edit-2
    1 year ago

    That’s the most broken thing I’ve ever seen. Even before the “you get to keep the previous roll into perpetuity if you want” bit. Rolled a 10? Cool. You could run into battle wearing only magnets that attract weapons and arrows alike and still bounce them off your flesh like Superman… forever.

    Edit: I misread the text. My bad. No supermanning here. In fact, looks like it’s a significantly worse ring of protection with a higher rarity.

    • mr_e_s@lemmy.world
      link
      fedilink
      arrow-up
      14
      ·
      1 year ago

      Pretty sure you misread the text here. This doesn’t actually give you a higher AC. It just adds one number that you also dodge on on top of your current AC.

      So, in the example in the image with an AC of 14 and if you rolled a 4 you would still have an AC of 14. So if someone rolled a 16 they would hit you. If they rolled a 22, they hit. 24? That’s a hit. Only the specific number of 23 would count as a miss against your AC.

      The funny thing is, this item would be all but useless for a character with high AC, since you would lamost always roll over what someone was going to realistically be hitting you often with.