Attack rolls vs. Defense Rolls

DungeonmasterCal

First Post
Does anyone use the optional rule whereby players make a d20 roll for their defense rather than have a static AC score? How is that working out for you and your players? I'm revamping a lot of stuff in my campaign, and this is something I'm considering.

Thanks!
 

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Yes, an opposed roll. I'm even considering making spellcasters make a "casting roll", as suggested in the optional rules. This casting roll is opposed by saving throws (provided the spell gets a save, that is).
 
Last edited:

dungeonmastercal said:
Does anyone use the optional rule whereby players make a d20 roll for their defense rather than have a static AC score? How is that working out for you and your players? I'm revamping a lot of stuff in my campaign, and this is something I'm considering.

Thanks!


Hi!

No, I don't, but I can tell you from experience with a german FRPG named "Das Schwarze Auge [The Black Eye]" which has a key element of "parrying" that it is very time consuming - at least at higher character levels, particularly if characters with an equal BAB are battling each other.... :D

Sometimes it was spectacular to watch "epic" fights, but soon it went boring as nonparticipating party members had to wait until someone did get through with her strike. Like waiting to act when you are under the influence of a Hold Person spell :D

Kind regards
 

I used this system in my Star Wars games, and I proposed it at one point for my DnD game, but they didn't go for it.

Basically, instead of using a base of 10 for AC, you make a d20 roll and that counts as your AC base for that attack, adding any armor, shield, dex, magic, etc bonuses to that roll.

It adds extra die rolls to the game... but if you're playing tabletop, there's not much difference, really. For an online game, it would work if the DM made the opposed roll instead of the player.

It worked well in Star Wars, especially when my players had converted from d6 and were complaining that they didn't really have any "active" defense against attacks in the mechanics anymore.
 

I use it for both Defense and Spells. It's worked out great thus far.

One thing I noticed is that the ratio of AC vs Attack doesn't become as drastic going into higher levels as quickly as it does with static ACs. However, this is more of a delay to the problem rather than a cure (Note: The Defense Rolls stay more in ratio to Attack Rolls if you use a Defense Bonus a bit longer, which I started using for that purpose; Spell Saves don't really gain this benefit going into Epic Levels although some Feats and Prestige Class features help a tad).
 

dungeonmastercal said:
Does anyone use the optional rule whereby players make a d20 roll for their defense rather than have a static AC score? How is that working out for you and your players? I'm revamping a lot of stuff in my campaign, and this is something I'm considering.

Thanks!

I use it, and it works very well. I like more randomness, I like the PCs not being able to figure out "Oh, the monser's Armor Class must be 18." Plus, I just think it's more fun to have both sides rolling dice during an attack sequence. It slows things down a little, but it's so miniscule as to be a non-issue.
 


It's worth considering the statistical effects of this option.

Rolling defence means that, for a character who would normally be very unlikely to hit, his chances of hitting increase. Conversely, where a character would be very likely to hit with a static AC, his chances of missing increase.

This is only really noticeable at the extremes, and whether it is a good, bad or irrelevant effect will depend on you particular perspective.
 

works for me

I actually do defense rolls against a static attack DC from the enemy (11+attack modifiers). I used to do opposed rolls, but this is much easier.

I like it a lot. It makes the players feel like they have some control over whether their character gets hit. It gives them something to do during the DM's turn. It makes my job a lot easier. Using a static attack DC for the enemies means that there are the same number of rolls being made per turn as if you were using the standard system.

The whole thing took a little while to get used to, but everyone in my group seems to like it.
 

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