GMMichael
Guide of Modos
Shields increase avoidance. Armor reduces damage.
Try asking players to describe defenses without the extra advantages and disadvantages. The result is that the story changes a bit - not that the PC takes zero damage and ends up in the exact same situation next round. What happens next becomes more interesting, regardless of the "active" defense result. For example:
A sword and shield wielding fighter is battling a hobgoblin. When attacked, the player decides to parry with her sword. She rolls a defense and succeeds. You tell her that her sword deflected the hobgoblin's axe into the ground, but its weight pushed her weapon down with it. The next time an action involves either the PC or the hobgoblin, the story resumes where those two left off - with their weapons churning up dirt, and wondering if the opponent will try to raise the weapon or make a closer, quicker attack.
This works better if you can toy with Initiative a bit - using reactions and fudging the turn order a little to prevent the stop-motion-photography effect that turn-based combat tends to portray.
Active players, dynamic defenses? You're on your way to a better game.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.
It sounds like you're losing the concept of saving throws a bit. A saving throw isn't a defense. It's "um, this just happened and I wasn't ready for it and by virtue of luck and my inherent qualities, I might be able to avoid it." This doesn't mean that you can't use non-Dex and non-Con saving throws to make things interesting - it just means that you're about to step on a Sacred Cow Pie, which can be perilous.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.
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.
Try asking players to describe defenses without the extra advantages and disadvantages. The result is that the story changes a bit - not that the PC takes zero damage and ends up in the exact same situation next round. What happens next becomes more interesting, regardless of the "active" defense result. For example:
A sword and shield wielding fighter is battling a hobgoblin. When attacked, the player decides to parry with her sword. She rolls a defense and succeeds. You tell her that her sword deflected the hobgoblin's axe into the ground, but its weight pushed her weapon down with it. The next time an action involves either the PC or the hobgoblin, the story resumes where those two left off - with their weapons churning up dirt, and wondering if the opponent will try to raise the weapon or make a closer, quicker attack.
This works better if you can toy with Initiative a bit - using reactions and fudging the turn order a little to prevent the stop-motion-photography effect that turn-based combat tends to portray.