D&D 5E Player Facing Combat


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The theory is that the players, by virtue of rolling to defend (as opposed to the GM rolling to attack and the players sitting there waiting), are more engaged. Rolling clackety rocks is inherently fun. Also, it makes them active (they're defending) as opposed to passive (they're getting hit).
Exactly so. Also, less time passes in combat where a given player "isn't doing anything". Often in a big fight the DM has a bunch of monsters to manage and their turn can take a while. With players rolling for defense, they're actively participating on the DM's turn(s) as well.
 



If you want to keep the probabilities even, you need to adjust by 2 points, ie the DC tp block an attack is 12 + the monster's attack bonus.

One point for the .5 out of 10.5 on the die switching sides, and another because who wins ties switches.

Same idea for turning save dc's into spell effect rolls.
 

One other effect this has it it either creates a new kind of roll (the Defense roll), which isn't an ability check, attack roll or saving throw, or it creates a new kind of saving throw. Both of those create new edge case to rule on - if it's not a save, then you still have to consider stuff like Lucky, Bardic and regular Inspiration, and other die-influencing effects. I don't recommend making it a saving throw because paladins would be crazy tough.

These issues aren't hard to work through, but they will come up.
 



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