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General Tabletop Discussion
*Dungeons & Dragons
Active Defenses: Increasing Player Engagement
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<blockquote data-quote="Li Shenron" data-source="post: 9576132" data-attributes="member: 1465"><p>It can be interesting for players who want more control and tactical choices.</p><p></p><p>I would keep the things separate and independent, so you can use any combination:</p><p></p><p>1) rolling AC and save DC is very easy, you could replace the base 10 in AC with d20 and the base 8 in spells DC with 2d8 if you want to keep the probabilities close enough to the originals, or another dice combination that you prefer; the possible downside is twice as much dice rolling as before, but this is a matter of personal taste</p><p></p><p>2) allowing an ability score other than Dex for AC is more tricky, as Dex is also built in other relevant mechanics such as armor (heavy armor is less useful for those with high Dex because it is meant as an alternative, if you'd allow Str bonus instead of Dex to AC, it would give quite an advantage to characters who already use armors); as you say, in general players would always choose their best ability for everything, on the short term it will seem fun, on the long term they'll learn to do stat-dumping on every character</p><p></p><p>3) specific actions have more potential than the previous to make the game more interesting, because they are not just a numeric choice like "which one gives me the highest chance" but they fit with the narrative as well; I don't think they necessarily slow combat that much, as they are merely options and some players may not even look at that (just like many players never bother to consider shoving, grappling and such); however, too basic combat defensive actions such as block/parry/dodge on every single weapon attack, does make me think that every player just needs to figure out which is the one best for their PC, and then they'll just keep using it all the time, so the excitement is gone after the first combat</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 9576132, member: 1465"] It can be interesting for players who want more control and tactical choices. I would keep the things separate and independent, so you can use any combination: 1) rolling AC and save DC is very easy, you could replace the base 10 in AC with d20 and the base 8 in spells DC with 2d8 if you want to keep the probabilities close enough to the originals, or another dice combination that you prefer; the possible downside is twice as much dice rolling as before, but this is a matter of personal taste 2) allowing an ability score other than Dex for AC is more tricky, as Dex is also built in other relevant mechanics such as armor (heavy armor is less useful for those with high Dex because it is meant as an alternative, if you'd allow Str bonus instead of Dex to AC, it would give quite an advantage to characters who already use armors); as you say, in general players would always choose their best ability for everything, on the short term it will seem fun, on the long term they'll learn to do stat-dumping on every character 3) specific actions have more potential than the previous to make the game more interesting, because they are not just a numeric choice like "which one gives me the highest chance" but they fit with the narrative as well; I don't think they necessarily slow combat that much, as they are merely options and some players may not even look at that (just like many players never bother to consider shoving, grappling and such); however, too basic combat defensive actions such as block/parry/dodge on every single weapon attack, does make me think that every player just needs to figure out which is the one best for their PC, and then they'll just keep using it all the time, so the excitement is gone after the first combat [/QUOTE]
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