Silam
Adventurer
5e has 6 types of attack rolls (one per stat) which all target a single static threshold (AC), and 6 types of DCs (one per stat) which can target any of 6 types of saving throws (one per stat). That’s 6+6*6=42 possible interaction pairs.
It’s kind of interesting, but also kind of complicated. What if we simplified?
I’m thinking of something along the lines of:
For spells it’s pretty much the same, your attack roll is determined by a spellcasting stat, and you target one of the three Defense Classes (as specified by the spell).
Thoughts?
It’s kind of interesting, but also kind of complicated. What if we simplified?
I’m thinking of something along the lines of:
- Offense is dynamic (the attacker rolls), while defense is static (the defender puts up a threshold to beat).
- There are three defenses: Reflex Class, Will Class, Fortitude Class. These are static thresholds to be met by attackers who are rolling. There is no Armor Class.
- There are 6 offenses, one per stat. These are used to make attack rolls against any of the three defenses (determined by the weapon/ability/spell/power you attack with).
- Therefore, there are 3*6=18 permutations of offense/defense (more than enough variety).
- After you hit or miss, the resulting effect gets resolved. In some cases, there is simply an effect (condition or damage) imposed on a hit and nothing on a miss. In other cases, a miss could also carry an effect (e.g., half damage, or graze). And finally in some cases the hit itself could be mitigated (see below).
- Wearing armor does not grant a higher Armor Class (since that does not exist anymore), but it grants damage resistance. The heavier the better.
For spells it’s pretty much the same, your attack roll is determined by a spellcasting stat, and you target one of the three Defense Classes (as specified by the spell).
Thoughts?
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