| shroudb |
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On a first look, it looks about equivalent to Sneak damage, so it may seem alright.
But on a bit more careful consideration:
It can't crit
It gets no properties
You don't "add" it on existing instances of damage for resistances.
It's not even "magic".
After mid levels, physical resistance becomes more common, and unless the world somehow gets populated by solid Silver statues and Cold Iron Walls, most of that ~3d6+5 of the Stunt damage of that level range would quickly become 0-5 damage.
So, while yes, you can build a daredevil that rushes to the target, knees a devil in his jewels, and then smash the devil's face to the wall next to him, there's no real incentive to do so since the end result would be a pittance of damage.
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In short, Daredevil desperately needs a mid level+ feature similar to monk's metallic strikes but for props or maybe something like "since you use the target's own body when you smash him in the prop, you ignore X of the creature resistance"
| YuriP |
In practice, the only real uses for Stunt Damage are being able to use the athletics check (which progresses better than the daredevil's weapon proficiency, as you can make it expert at level 3, master at 7 and legendary at 15) to deal damage using Shove or Relocate to force a target creature against a prop (usually a Large ally or companion), and to deal damage to multiple targets without tests using Caroming Charge.
Daredevil's main differential, equivalent to the extra damage or high proficiency that other martial classes receive, is the "flurry", similar to what happens with the ranger.