I have a player who likes to have options in melee combat, particularly on the defensive side. From 3.5 and Pathfinder you have options like fighting defensively and full defense, which are intended to allow you to try and be the focus of the enemy and withstand the incoming attacks.
I have been looking through the rules and there have been a few exploits that can be used to help the defender in certain cases: Dodge, Evasive Action, Hunker Down, and Protector. I am hoping to extend the idea that a character can do anything but exploits make you better at it, in the same way that the Trip exploit removes the cost from the called shot equivalent.
How do these sound?
Are there too powerful? Can they be toned down or have I missed options already present in one of the rule sets? There are a lot of ways an attacker can improve their ability to hit, hopefully these can give the defender some options too.
I have been looking through the rules and there have been a few exploits that can be used to help the defender in certain cases: Dodge, Evasive Action, Hunker Down, and Protector. I am hoping to extend the idea that a character can do anything but exploits make you better at it, in the same way that the Trip exploit removes the cost from the called shot equivalent.
How do these sound?
- Fight Defensively - Pay 2d6 on all attacks to inflict a -1d6 penalty to a specific attacker until your next turn. Only one attacker can be affected at a time.
- Full Defensive - 2 action. Gain +4 Melee Defense and +2 Ranged Defense until your next turn. These bonuses double if wielding a shield.
Are there too powerful? Can they be toned down or have I missed options already present in one of the rule sets? There are a lot of ways an attacker can improve their ability to hit, hopefully these can give the defender some options too.