It can be interesting for players who want more control and tactical choices.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?
I'll check it out!Have you heard of Douglas Cole's Dragon Heresy 5e-derivative?
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I've been wondering if every class could be adjusted to have a basic bonus action. Fighting Styles could all use them, monks have martial arts, rogues have cunning action, and so on.I've been thinking about this a lot since the monk got changed so much in the 2024 update - in particular, they almost never have a wasted reaction or bonus action, so it feels much more involved. On the other hand, it also slows the game down.
I actually did my last 5E campaign from 3rd to 12th levels with generally 3 deadly fights per adventuring day, so less but more impactful fights is up my alley.I think something like that might be better suited, or at least less of a drag on time, in a system where combat is a lot less common and more consequential. For example, in Call of Cthulhu 7, if you're involved in melee combat, you can either fight back or dodge - your choice. Each option has different consequences. But then CoC combat is a lot less common than D&D in general, so it doesn't feel like too much of a time sink. I'm not so sure I'd want that in D&D when fending off far more attacks than in CoC.
That was part of it. But I'd want to tweak the success and failures so they feel like meaningful choices.Just have players roll AC "saves" and spell attacks.
Simply minus 10 from the player AC, and plus 10 to the monster attacks.
I.e.
15 attack vs 1d20+8 AC.
1d20 +5 dex attack vs 12 Dex defense.
I have the players roll monster damage against their PC to speed things up. I also have the casters roll the monster save so they get to roll some dice.Just have players roll AC "saves" and spell attacks.
Simply minus 10 from the player AC, and plus 10 to the monster attacks.
I.e.
15 attack vs 1d20+8 AC.
1d20 +5 dex attack vs 12 Dex defense.
Possibly add Cunning Strike to monsters, but leave it the players choice.That was part of it. But I'd want to tweak the success and failures so they feel like meaningful choices.