Xeviat
Hero
Hi everyone. I've been thinking of ways to make D&D more dynamic, and one thing I've always been frustrated with is players' inaction when it's not their turn. Reaction-based abilities help here, but not everyone has them. Add this to "rolling dice is fun", and maybe we can come up with something a little more active.
The first part of my idea is have everyone roll dice for attacks and defenses. When you make an attack roll or cast a spell, you roll to attack/cast. When you're defending against an attack, you roll to defend or save. AC becomes a defense bonus.
The other half is to have most attacks allow a choice of defenses. Against a weapon attack, you can dodge (actively avoiding or allowing your armor to deflect the hit) or parry (blocking with your weapon or shield), potentially with different consequences for success and failure. Against a spell, you choose which ability score to defend with (maybe against a fireball, you can make a dexterity save to move in some fashion, or a constitution save to hold your breath and brace yourself).
Functionally, the math could be the same, you just need to decide who breaks ties. Since base AC is 10+mods, and you hit if you hit, then I think attacker should have the tie advantage.
Such a system could also allow for complications. Maybe if you fail by a certain amount (proficiency bonus maybe?) you can suffer a complication in order to avoid the brunt of the attack. If you fail a parry roll, you can be disarmed instead of taking the hit. If you fail to dodge a fireball, you end up prone and lose your reaction.
These changes would be pretty big. Possibly too big to implement in 5th Edition, but I think such a system would make a game far more dynamic.
What do you think?
The first part of my idea is have everyone roll dice for attacks and defenses. When you make an attack roll or cast a spell, you roll to attack/cast. When you're defending against an attack, you roll to defend or save. AC becomes a defense bonus.
The other half is to have most attacks allow a choice of defenses. Against a weapon attack, you can dodge (actively avoiding or allowing your armor to deflect the hit) or parry (blocking with your weapon or shield), potentially with different consequences for success and failure. Against a spell, you choose which ability score to defend with (maybe against a fireball, you can make a dexterity save to move in some fashion, or a constitution save to hold your breath and brace yourself).
Functionally, the math could be the same, you just need to decide who breaks ties. Since base AC is 10+mods, and you hit if you hit, then I think attacker should have the tie advantage.
Such a system could also allow for complications. Maybe if you fail by a certain amount (proficiency bonus maybe?) you can suffer a complication in order to avoid the brunt of the attack. If you fail a parry roll, you can be disarmed instead of taking the hit. If you fail to dodge a fireball, you end up prone and lose your reaction.
These changes would be pretty big. Possibly too big to implement in 5th Edition, but I think such a system would make a game far more dynamic.
What do you think?