Xeviat
Dungeon Mistress, she/her
Hi everyone! I've been thinking about how to make an Active Defense system. The big change to the system would be that AC and Save DCs would be rolled, but the main element would be that an aware defender gets to choose how they react to an attack.
For instance, if an enemy attacks with a melee weapon, the basic defenses could be Dodge, Parry, or Block. Each could use a different stat, but they could also have different results for success or failure. Parry could be more offensive, giving you advantage on your next attack against the target, and a failed parry could impose disadvantage or grant advantage to the enemy's next attack. Likewise, defending against spells could have choices too, like leaping out of the way or behind cover for a fireball vs covering your face and eyes.
My hope for such a system would be encouraging players to pay more attention when it's not their turn. It also allows players to feel like they have control of the action, not just waiting for things to happen to them.
But, to make it work, I think it would also need different basic attacks. If block used Strength, Dodge used Dexterity, and parry used your attacking stat, people would just use what's best. But maybe power attacks are harder to block, or attempting to parry a feint can be problematic.
This would definitely slow down combat, but I think the added tactics could make combat more dynamic and exciting. What do you think?
For instance, if an enemy attacks with a melee weapon, the basic defenses could be Dodge, Parry, or Block. Each could use a different stat, but they could also have different results for success or failure. Parry could be more offensive, giving you advantage on your next attack against the target, and a failed parry could impose disadvantage or grant advantage to the enemy's next attack. Likewise, defending against spells could have choices too, like leaping out of the way or behind cover for a fireball vs covering your face and eyes.
My hope for such a system would be encouraging players to pay more attention when it's not their turn. It also allows players to feel like they have control of the action, not just waiting for things to happen to them.
But, to make it work, I think it would also need different basic attacks. If block used Strength, Dodge used Dexterity, and parry used your attacking stat, people would just use what's best. But maybe power attacks are harder to block, or attempting to parry a feint can be problematic.
This would definitely slow down combat, but I think the added tactics could make combat more dynamic and exciting. What do you think?