rules.mechanic
Craft homebrewer
I'm looking at using the new Weapon Mastery Properties to introduce an active Defense variant (refreshing the current option I've been using in the 5e version of the Tome of Variance - the A5E version is good as it is).


Both variants here use contested attack rolls. This gives a defense that scales with combat skill, while the link to weapon mastery and number of attacks scales with martial training. It also means defense is independent of AC, but without additional rolls and without making either redundant (except at extremes of AC/defense, which fits, thematically). For the maths, it helps to consider that the defense roll makes a difference if you roll over your own AC, while the potential attack can be impaired if the opponent rolls over their own AC. On average, at common values, the defensive impact is a little less than a shield. Thematically, the maths seems to fit well with who is best using defense and gives some tactical decisions against certain opponents or when at higher/lower HP.
v1 is the simplest, trading the next turn's attacks for use as contested attack rolls. No additional rolls from current gameplay (just their timing). Use of attacks does mean your attacks come earlier in the round and that you're likely to have a very good round (block an attack while succeeding on your own) or a very bad one (take a hit and lose your own attack).
v2 decouples the defense rolls, while still allowing one to be converted to an attack (at the cost of a reaction).
Very interested to hear what people think.


Both variants here use contested attack rolls. This gives a defense that scales with combat skill, while the link to weapon mastery and number of attacks scales with martial training. It also means defense is independent of AC, but without additional rolls and without making either redundant (except at extremes of AC/defense, which fits, thematically). For the maths, it helps to consider that the defense roll makes a difference if you roll over your own AC, while the potential attack can be impaired if the opponent rolls over their own AC. On average, at common values, the defensive impact is a little less than a shield. Thematically, the maths seems to fit well with who is best using defense and gives some tactical decisions against certain opponents or when at higher/lower HP.
v1 is the simplest, trading the next turn's attacks for use as contested attack rolls. No additional rolls from current gameplay (just their timing). Use of attacks does mean your attacks come earlier in the round and that you're likely to have a very good round (block an attack while succeeding on your own) or a very bad one (take a hit and lose your own attack).
v2 decouples the defense rolls, while still allowing one to be converted to an attack (at the cost of a reaction).
Very interested to hear what people think.