Chuck Ocenasek
First Post
I prefer the term Full Defense. I can't visualize my Dwarf in full plate Jumping around but I can imagine him hiding behind his shield in a crouch. After he has dropped Spiritual weapon and Spirit Guardians.
I prefer the term Full Defense. I can't visualize my Dwarf in full plate Jumping around but I can imagine him hiding behind his shield in a crouch. After he has dropped Spiritual weapon and Spirit Guardians.
If any question asks if something in 5e is broken the answer is always ‘No.’
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It is a good option at times, but it does not break the game. In all the games I've DMd or played in over the past 3 years, I think it has been used only about 8 or 9 times, and 4 of them were by a monk who could burn Ki points to go into Dodge mode as a bonus action. Giving up an action to gain the AC bonus is a choice that is not made very often.
While the OP wasn't talking about balance it is a good topic to address.
It is quite possibly the most undervalued option in the game. The players at my table were reluctant to use it but have come to rely on it. They have avoided more than 1 TPK by Dodging.
I'd be curious to hear some of the situations where they have used it to such great effect.
Well for one, they've learned to use Disengage rarely and using Dodge in its place. With Disengage best case scenario is that the monster will attack someone else. The monster is still attacking someone though and often the monster can just run right back up to them and now we have a dying character. That can create a death spiral.
With Dodge the monster will have a choice, attack the low armoured character with disadvantage or the well armoured character.
Sometimes creatures will stay on one target, either through being mindless, arrogant, or with bloodlust. Sometimes it is easy to block a creature as well. Take a Hill Giant for example. They are big, have a large to hit bonus, and hit hard. Dodging is often the only way to survive their attacks.
Dodge is also helpful at the end of a battle. Sometimes creatures are almost finished but there are many reasons they may not run away. So does the party let the creature get one or two more hits in or do some take Dodge while the others easily finish it off?