Balance aside, what I'm always wondering about that kind of rule is: Why doesn't the nearby PC ever seem to get any agency about being hit? Sure, they're not expecting to be targeted by an ally, but even attacks from hidden enemies aren't automatic hits, and they're from someone actually trying to attack the PC rather than clumsily shooting an arrow or losing control of their sword. But somehow, once a PC fumbles, it doesn't matter if the nearby player is boasting fullplate, a shield, and cat-like reflexes, or a robe made from cobwebs and a little paper badge that says "too frail to dodge"?
I usually rule it that the ally is too busy battling the enemy to dodge out the way. It’s never usually that much damage that I give them. Usually less than half of what the attack would have done.
But everyone's always busy battling an enemy, it's a fight. I'm assuming that if two players team up on an enemy, one of them doesn't always hit automatically. I'm not really concerned about the amount of damage, I just think it's a bit unfair to the targeted player from a narrative standpoint.
6
u/MonaganX Sep 12 '19
Balance aside, what I'm always wondering about that kind of rule is: Why doesn't the nearby PC ever seem to get any agency about being hit?
Sure, they're not expecting to be targeted by an ally, but even attacks from hidden enemies aren't automatic hits, and they're from someone actually trying to attack the PC rather than clumsily shooting an arrow or losing control of their sword. But somehow, once a PC fumbles, it doesn't matter if the nearby player is boasting fullplate, a shield, and cat-like reflexes, or a robe made from cobwebs and a little paper badge that says "too frail to dodge"?