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Rolling a d20 for Defense
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<blockquote data-quote="Odhanan" data-source="post: 3442134" data-attributes="member: 12324"><p>Been doing that in our group for years now. It works great : you roll "1d20" instead of "10" for AC and Touch AC. The exception is when you are flat-footed, in which case it is still "10".</p><p></p><p>It is way more exciting when DM and players describe their actions and like dice rolls. It also opens a whole new range for feats and abilities that could affect AC rolls. It's all good for us at our game table. </p><p></p><p>It does affect game balance a bit. Namely, it makes Sneak Attack more effective in some situations, since there is now a clear difference between flat footed AC and the other types. That's far from game breaking, however.</p><p></p><p>Also, if you apply rules of fumbles and criticals on AC rolls, make sure to decide what effect they have before starting play. Fumbles on AC rolls at our game table trigger a chance of critical hit. Criticals on AC rolls may sunder the weapon, or have the weapon slip from the offender's grasp, depending on the situation and item. This actually makes combat more lethal on the long run. </p><p></p><p>Again, this will suit game groups who like random elements and dice rolls in their game. That will not be everyone's favorite option. Discuss it with the players first.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 3442134, member: 12324"] Been doing that in our group for years now. It works great : you roll "1d20" instead of "10" for AC and Touch AC. The exception is when you are flat-footed, in which case it is still "10". It is way more exciting when DM and players describe their actions and like dice rolls. It also opens a whole new range for feats and abilities that could affect AC rolls. It's all good for us at our game table. It does affect game balance a bit. Namely, it makes Sneak Attack more effective in some situations, since there is now a clear difference between flat footed AC and the other types. That's far from game breaking, however. Also, if you apply rules of fumbles and criticals on AC rolls, make sure to decide what effect they have before starting play. Fumbles on AC rolls at our game table trigger a chance of critical hit. Criticals on AC rolls may sunder the weapon, or have the weapon slip from the offender's grasp, depending on the situation and item. This actually makes combat more lethal on the long run. Again, this will suit game groups who like random elements and dice rolls in their game. That will not be everyone's favorite option. Discuss it with the players first. [/QUOTE]
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