Xeviat
Dungeon Mistress, she/her
I'm strongly considering bringing back the "Players roll all the dice" variant at my table. We did this a lot back in 3E, and I liked how it felt like the players were more engaged when it wasn't their turn. The main effect would be the removal of Passive Perception, turning AC into a "Defense Save", and switching all monster/npc bonuses to DCs.
At the same time, I wanted to explore making defenses more dynamic. What if when subjected to an attack, or something else that requires a save, the player said how they were intending on defending against the effect. Perhaps this would be something that requires awareness of the effect, and it could come with added bonuses for succeeding on the save, but larger penalties for failing.
For example, a sword and shield wielding fighter is battling a hobgoblin. When attacked, the player describes how they're going to defend. Simple options are block with shield, parry with sword, dodge, or grin and bear it. This could change which save is used, and have added advantages and disadvantages based on success.
Another example could be a fireball. Targets could shield their face with their cloak, duck and cover, dive behind objects ... And again these could change things up.
It could be like how grabs allow athletics or acrobatics to escape. By giving players options, with different affects for those options, defending against attacks and effects could be more dynamic and interesting.
I wouldn't want to entirely go through all the spells, but maybe we could sum up basics, such as weapon damage types, attack types (melee vs ranged), spell damage types, and spell schools.
This could also be paired with a greater attempt to offer more saving throw types. As it stands, Int and Cha saves are very uncommon, and Str saves are usually only used to resist movement, prone, and grabs.
What are your thoughts?
At the same time, I wanted to explore making defenses more dynamic. What if when subjected to an attack, or something else that requires a save, the player said how they were intending on defending against the effect. Perhaps this would be something that requires awareness of the effect, and it could come with added bonuses for succeeding on the save, but larger penalties for failing.
For example, a sword and shield wielding fighter is battling a hobgoblin. When attacked, the player describes how they're going to defend. Simple options are block with shield, parry with sword, dodge, or grin and bear it. This could change which save is used, and have added advantages and disadvantages based on success.
Another example could be a fireball. Targets could shield their face with their cloak, duck and cover, dive behind objects ... And again these could change things up.
It could be like how grabs allow athletics or acrobatics to escape. By giving players options, with different affects for those options, defending against attacks and effects could be more dynamic and interesting.
I wouldn't want to entirely go through all the spells, but maybe we could sum up basics, such as weapon damage types, attack types (melee vs ranged), spell damage types, and spell schools.
This could also be paired with a greater attempt to offer more saving throw types. As it stands, Int and Cha saves are very uncommon, and Str saves are usually only used to resist movement, prone, and grabs.
What are your thoughts?