D&D 5E Player Facing Combat


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Sweet. Thanks.
So there is one other trick you can do.

Existing DCs for saves are 8+prof+mod. If you make "attack saves" use that same scale, then Armor Saves and other saves end up on the same "scale". Also, monster Attack DCs and other DCs are more often equal (if based off same stat).

A +5 ATK becomes attack DC of 13.

If attacking AC 16, that had a 55% hit chance; your Armor Save has to be {2 to get the same chance. That 14 may look familiar!

ATK DC: 8+attack mod
Armor or Defence Save: AC-14
Non-AC Defence: Save+14
Spell Save DC: 8+spell mod
symmetry.

Now a monsters AC and Strength Defence have the same "scale", and a player's Defence Save and Strength Save ditto.

Leather Armor+16 dex is Defence Save of +0.
Plate and Shield is Defence Save of +6.
Naked 10 dex is Defence Save of -4.
 

Conclusions:
Attacks. Active defense DCs should be 12+ the attacker's modifiers to keep the math the same.

Spell saves. Active non-AC save attack DCs should be 14+ the defender's modifiers to keep the math the same.
Why not iron out D&D's bumps while you're messing with the maths?
Defense DC = 10 + attacker's modifiers.
Spell attack DC = 10 + defender's modifiers.

Also, given the thread name, should more of the DM screen be facing the players?
PCs award each other Inspiration when another PC uses a Flaw, Alignment, Ideal, Trait, or Bond well.
PCs keep track of boss HP.
One PC is the initiative tracker.
PCs roll for treasure, with DM adding in special rewards as needed...
 

My 2 cents:
Why not iron out D&D's bumps while you're messing with the maths?
Defense DC = 10 + attacker's modifiers.
Spell attack DC = 10 + defender's modifiers.
Using those numbers will result in changing the probabilities of things in the game. Some stuff will be easier, some will be harder, and the balance might shift (Spells will hit more often, for example). Not a ton, but by 10% which isn't nothing. You may decide the simpler math is worth it, though.
Also, given the thread name, should more of the DM screen be facing the players?
PCs award each other Inspiration when another PC uses a Flaw, Alignment, Ideal, Trait, or Bond well.
PCs keep track of boss HP.
One PC is the initiative tracker.
PCs roll for treasure, with DM adding in special rewards as needed...
Players awarding Inspiration is not, in my experience, much better, in that it doesn't address the core issues with Inspiration. It still tends to get awarded to the funniest player.

Players tracking total damage might make the dm's life easier: they just need to note when A > B, and a lot of players will be tracking damage anyways.

The other two are things I've seen get offloaded to players by some dm's.
 

Also, given the thread name, should more of the DM screen be facing the players?
PCs award each other Inspiration when another PC uses a Flaw, Alignment, Ideal, Trait, or Bond well.
Good idea.
PCs keep track of boss HP.
One PC is the initiative tracker.
Terrible ideas; you don't want the players focused on book-keeping in a fight any more than necessary; nor do you
PCs roll for treasure, with DM adding in special rewards as needed...
Feels too 'gamified' for my tastes. I prefer to adjust treasure distribution in ways that make more sense in context.
 

Why not iron out D&D's bumps while you're messing with the maths?
Defense DC = 10 + attacker's modifiers.
Spell attack DC = 10 + defender's modifiers.
The point isn’t to change the maths of the game. It’s to keep the maths the same but switch who rolls what.
 

The point isn’t to change the maths of the game. It’s to keep the maths the same but switch who rolls what.
Which this thread has already accomplished. Shall we not move on to bigger and better things?

Terrible ideas; you don't want the players focused on book-keeping in a fight any more than necessary; nor do you
I've played more than a few games of 5e. When it's not a PC's turn in combat, that PC has a little spare time. As @jmartkdr2 notes, some players want to track boss HP, and only the most oblivious players don't already know whose turn is before theirs. Now, yes, those would be terrible ideas if PCs were constantly engaged, while in combat, in both role-play and dice-play, but I don't find that to be the case.

One potential outcome of players-awarding-inspiration is that, even if the funniest player gets the cheese, players gain an incentive to think more about their FAITBs and those of other PCs. (On fixing Inspiration, a quick forum search for "inspiration" will probably turn up lots of ideas.)
 

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