GMMichael
Guide of Modos
The defender gets to choose because it's a global rule - half-max can always be taken. For this discussion, however, Defender-not-choosing would fit under the "other" option.Why does the defender choose at all? Plus it sounds like with the extra rolls, and half damage, this is going to slow down combat.
One aspect of taking half is actually to speed things up - doesn't skipping rolls sound fast? The decision to skip, however, could slow things down.
Interesting options here. By choosing not to defend, the defender keeps an action for something else. So does that something else get a boost since the defender effectively agreed to take damage? Or is the benefit just that the defender still has an action to use, which includes the option to make a counterattack?3. Give more option than you do. Variable DR. Flat DR is fine but boring. Boost to chance to be missed. Chance to buff your next attack roll or damage roll if missed. Attacker can choose to give himself damage boost, accuracy boost or next turn defensive boost. Might can even do something for extra movement.
On second thought I’d probably drop the flat dr or roll and just do the dr. But the concept of picking a particular way to fight each attack sounds fun.
Side note: in the full game, keeping the action has additional benefit when used on the character's turn, because it can be combined with one or more actions to produce better results. This is only possible if the defender's turn occurs later in initiative order than the attacker's turn.