I have
played Dungeons and Dragons for more than 15 years. Lately, I have not had access to any other
players and so I have just been kicking around ideas that normally would be in
a game and instead I am just going to post them on my blog. This is going to be a reoccurring thing as I
just keep hammering out things and not all of them can be turned into elements
in my “random fantasy novel ideas” folder.
Introduction: Last Week and This Week
Last time I
talked about the very soft and fluffy topic of slang, lingo, jargon, and
language as it exists in fantasy settings.
I took an unpopular stance. So,
let’s just leave that behind and move onto a crunchier topic. This entry started as one and as usual it got
really long and so I decided to split it rather late in the process. It may feel a little uneven (ultimately), but
I ended up having a lot to say and so I wanted to give I the space it needed.
Last week
was about Language, but what happens when communications break down? What if you don’t want to have to drink a
shit ton of red potion after the inevitable fight? What if you want your character to be the
type who fears pain and wouldn’t want to take a hit that could be avoided? What if you want to be a little defensive?
What a gorgeous and massively impractical structure. Why do you need archer cover on the side that faces the 800ft cliff? You fighting a lot of blimps? |
What Have I Got: A Plea for Self Defense, and I’m not
talking about the Castle Doctrine
When
attacked, characters have few options for defending themselves. Unless you made the decision during your turn
to utilize the feat Expertise or to fight defensively you do not have any
active input for when someone attacks you.
This I feel is kind of mistake, but an understandable one.
Armor Class
(AC) is a mostly static number that serves a meet-it or beat-it barrier to
damage (that is to say if the attack roll is equal to or greater than the AC it
hits). AC is simple to understand,
simple to keep track up, and beyond the math of adding and subtracting various
magical items or armor bits you don’t have to give it much thought.
Sure the pauldrons make it so I can't lift my arms, but it does let me show off all the sit-ups I have been doing. |
AC is
calculated as such, 10 + Armor + Dexterity Modifier (to the limit the armor
allows) + Shield + Natural Armor + Deflection Bonus + Luck Bonus + … Look,
Armor has lots of little things that go into it and they all stack, but bonuses
of the same type do not stack, so if you have magic bracelets that give you an
armor bonus of 5 but you are wearing Banded Mail armor which gives a bonus of
6, you will only get the 6, the larger bonus and are better off giving the
bracelets to the teams mage who does not wear armor. Regardless, most of these bonuses are Item
related. Your armor bonus does not
increase with level in 3rd edition, (IT DOES IN 4TH
EDITION!) and there are few feats which give any sort of bonus to it except in
specific situations (like running past someone with Mobility).
Most combat
oriented feats and combat actions put the emphasis on attacking, things like
Weapon Focus, Power Attack, Rapid Shot, Mounted Combat, or Two-Weapon
Fighting. The game’s philosophy is more
one of “the best Defense is a good Offense”.
In theory, this should make the game a lot faster as stronger attacks
land more frequently and there are few ways to prevent such damage thru clever
rules. Think of it this way, two level
10 fighters with no armor fighting in a pit will hack each other to death in no
time because their odds of missing with an attack are nearly zero.
"Sure it takes six squires working for 90 minutes to get me in this but it is totally worth it." Or, "Fight? And get this all dirty? Are you insane?" |
I have
additional issues with how the feats are attack oriented, mostly in that they
are still super boring, almost no status effects, limitations on number of
times each day that the abilities can be used (Quivering Palm), way too many
instances of abilities being super powerful in the early game and nearly
useless after that (Cleave), and rules that are too complicated for quick
implementation (Pelor’s mercy, the rules for grappling in 3rd
edition require a 2-page long flow chart, PLY THAT).
I am sure
that in the future I will write a long complaining blog about how boring
Fighters are because of how boring feats tend to be (though they are a
wonderfully modular game mechanic whose value to the medium cannot be overstated,
you could build an entire game around using feat acquisition as the sole means
of leveling up).
Today I am
going to focus on the limitations of defensive mechanics in 3rd
Edition and in the next entry I will try to point to some positive examples of
active defense found in other games (Hello again “Bloodborne”).
Alternative 1: Just roll more Dice or Change the way Armor
Works
There are
of course rules to change the basic system.
In “Unearthed Arcana” they talk about the very simple addition of
Defensive Rolls. This has nothing to do
with your characters’ actual ability to do a cartwheel in fullplate but instead
is just a slight mathematical change to how armor is calculated. Normally AC starts with 10 + Whatever Else,
with Defensive rolls that 10 is swap out with a d20.
So, when
someone attacks you the attacker rolls and attack roll and you roll a defensive
roll. This is ‘meh’ to the power of
10. There is no substantive gameplay or
statistical benefit to rolling a d20 compared to taking a 10. I mean technically it is a +.5 bonus to your
armor when you project over the 100’s of rolls, but the amount of real time
that is eaten up rolling those dice and waiting for dipshit player, Gary to do
the basic addition necessary to figure out the hit or miss will drag things
down.
The only
thing that could make this slightly better is the 5th edition
concept of Advantage, in which you get two defensive rolls when in a favorable
position, but that is ‘meh’ considering if you have a defensive advantage it
means you likely have attacking advantage and suddenly the concept of advantage
is starting to snowball and become too powerful.
I suppose
you could also look at Action Points.
The idea that you could add a small bonus at an opportune moment or take
a reroll, this gives some tactical discussions to the mix, but not so much as
to offset the burden of waiting for Gary to do math. Fucking Gary.
This is the Unearthed Arcana I am referencing. |
Also in “Unearthed
Arcana” is the idea that armor can provide Damage Reduction (that is to say
rather than blocking the hit it makes the hit hurt less). You would cut the armor bonus provided by a
suit of armor in half and that number would become the damage prevented. For instance, if armor would normally provide
a +2 to AC it would then provide a +1, but would prevent 1 damage from all
physical attacks, so a bonus of +8 would transform into +4 and 4/-.
I actually
like this on principle as it does provide another thing that can be adjusted in
game. You could even play with the idea
of providing armor that was more padded and could absorb more damage or armor
that was more deflective giving a higher bonus to AC. But, having tried it in a game it felt like
an unwanted condiment on a very typical sandwich. It added something, but didn’t change the
underlying problem of being something the player does not DO so much as being
something the player HAS. That is to
say, the player doesn’t make any choices in combat to alter their AC or
defensive options based on this new feature.
The Basics: The many layers of defense
Before I go
any further I have to cover somethings beyond Armor Class because Armor is not
the only way to avoid getting hit. There
are several factors that contribute to Defense that most players do not
strictly associate with the concept.
This seemingly overlong list will come back in the next entry, but it is
important to understanding that defense is actually not just AC but instead
several game mechanics that form layers and can be numbered (roughly) by the
order in which they protect.
---1---
First we
have Protective Spells each with one or more protective effects. This layer of defense covers a surprisingly
diverse range of defensive capabilities.
Since I do not own every supplement ever I will restrict this talk to
two specific spells Sanctuary and Mirror Image.
The first, Sanctuary is a ward that makes any attacker pass a will save
to make an attack against the warded person, if they fail then they cannot make
the attack and they lose that part of their turn. Mirror Image by contrast creates a defense by
creating a bunch of dummy targets for the opponent to attack in place of the
real guy.
Strictly
speaking neither Sanctuary or Mirror Image has a direct impact on the defensive
statistics of the caster, but they do have strictly defensive functions and as
such their application is interesting enough to mention. It is possible to use these type of spells as
a guide for developing abilities that contribute to the defense of characters.
Second we
have Concealment, Displacement, and Miss Chance. These factors represent a percentage chance of
the attacker not being clear on where you are.
There is a small chance that the attacker slashes the space just to your
left or right, or is shooting at a silhouette that is the same shape as you
thru fog or glaring light. I consider
this one of the less utilized defenses (maybe your GG is a bigger fan of
Displacer Beasts than I am so I might be wrong, I did not conduct a survey).
I must have seen 2 dozen images of these things. Not one bit of art depicting their titular "displacing" ability. |
Mostly
these effects show up with Obscuring Mist, Blur, Cloaks of Displacement,
Invisibility, or the attacker just being blinded. They are resolved with percentile dice, one
of the few things players might use those dice for unless they have a Rod of
Wonder.
Third up is
the most iconic things having to do with defense, Armor and Shields. This layer is pretty self-explanatory; you use
an object to block a hit and the hit does no damage. I am going to mention Deflection
bonus, it is a type of forcefield that surrounds you and protects you from
being struck, it makes sense as a magical defense that adds to your AC.
What is
REALLY strange is a couple of the things they chose to put in this category in
addition to suits of armor and trusty shields.
There are a couple things that don’t make sense here, first is that they
put Dexterity Modifier here, I’m sorry, shouldn’t (logically) the ability to
dodge an attack be in the “Miss Chance” category? There is also Natural Armor, like a turtle’s
shell or crab exoskeleton, those are not objects those creatures put on
themselves, that is their body, if you hit them and do no damage because of
their body’s ability to resist taking damage shouldn’t that be damage
reduction? Speaking of which.
Fourth is
Damage Reduction. This is when a body is
so tough that it just shrugs off damage.
Werewolves take less damage from non-Silver weapons, fey take less
damage from non-Cold Iron weapons, and high level Barbarian characters take
less damage from all physical attacks.
He's scary. |
Damage
Reduction is only looked at when an attack connects. If your players took the time to research what
they were fighting and planned ahead of time then it will almost always be
bypassed if they have the resources to readily retrieve the Silver, Cold Iron,
or an appropriate magic weapon. This is
almost certainly a better place to put “Natural Armor” as a concept rather than
making it another layer of Armor Class, but that does make things more
complicated.
Fifth is
the combination of healing and resistance known as Regeneration. This hovers in the strange middle between
Damage Reduction and Hit Points. The
ability to heal back any damage not caused by a specific type of energy or weapon. You could classify Regeneration as more of a
variant on Damage Reduction that is kinder to player groups that are more about
lots of weaker attacks rather than single big hits.
IT'S ANOTHER HAY MAKER! |
For
instance, if a group of players can make 20 attacks for 5 points each and they
were to attack a werewolf with damage reduction 5/silver, they could land 20
hits and do ZERO DAMAGE. Conversely,
werewolves had Regeneration 5 (silver) the party in question could make 20
attacks to deal 100 points of damage, probably knocking out the werewolf and
allowing them to chain it or secure it in some way, but the werewolf would
start to heal back to full strength at 5 points per turn. Conversely, if your party has 5 attacks that
do 20 points each, they would prefer to fight the Damage Reduction werewolf,
because they would do 75 points of damage and there would be no healing, they
would likely kill the beast in spite of his resistance to non-silver weaponry.
Regeneration
is an ability that is most comfortably in the hands of monsters and only in
limited instances like Transmutation spells should players get a grip on
it. I perhaps think of it as more
powerful than most people.
Sixth is
the single most basic concept in defensive statistics, Hit Points. This is the one I think people will have a
harder time accepting. People (gamers) tend
to think of health and defense as separate to the point of never conflating the
two. “Hit Points are health; Defensive
stuff is how I protect that health.”
In spite of
this mental cleft between the two, it is still possible to imagine a game
system in which there is no roll to hit a character, you only roll for damage,
and rather than there being a miss chance or armor to block the attack the
enemy simply has more hit points to represent their ability to resist
harm. Sufficiently large hit points can
stand in for high Armor Class, Damage Reduction, and other defensive
statistics, they have just never been used that way because each of these
layers (Hit Points included) represent a nob with which the designers and
players can fine tune the game.
Think of how many game bosses just get hit incessantly. Whose only defense against death is the sheer size of their health meter. |
Let me give
another example, some games use a variant called Stun Points which represent
not physical damage but a character’s ability to avoid harm, they then have Hit
Points which represent receiving real physical harm. Recovering Stun Points takes only rest, but
recovering Hit Points requires medical attention. Adding Stun Points to Dungeons and Dragons
and other RPG’s is a popular variant (I think) and adds an element of “Realism”
to the proceedings. It explains how
taking “injuries” from a sword does not always lead to lingering death like
most feudal societies in the real world (and yes I know that DnD has magic, but
if you start using magic as an explanation for everything… that way resides
madness).
Seventh on
this way too long list is Fast Healing, which is thankfully quick to explain. Fast Healing allows for healing quickly hits
that have already been taken, but doesn’t help to avoid the hit or to tank the
damage to begin with. As Master Chief
will tell you, the ability to pull back, fully recover, and then press theattack again is a helpful “defense” against death.
Eighth and final
on this list comes all other forms of healing. Is there a cleric somewhere boosting
everyone’s hit points via Mass Bear’s Endurance? Or are they just healing their allies in
general? Healing is a topic I have covered before, and when you look at how long that blog entry is you have to
realize that I could probably write nearly as much for each of the 7 other
entries on this list.
Generally
speaking I think that Healing as a mechanic is lacking in 3rd
Edition and much of it can be addressed in lots of ways, but this blog is more
about avoiding having to get to this eighth layer.
This is probably the angelic equivalent of sweat pants. |
Next Time and the Beg for Attention
Now that I
have covered the basics of Defense as an entire realm of game mechanics that I
feel are underutilized and offered the first of 3 variations on these mechanics
(the other two variations will come next week).
I know that
I missed the boat in a lot of ways by talking so much about 3rd Edition
in this blog. That while Pathfinder and
5th Edition borrow heavily from the D20 system and there is still so
much material floating around out there (because printed material hangs around,
for instance 3rd Edition was the last edition to get support from
the Magazines Dragon and Dungeon, of which I own many copies that have been
re-read to the point of falling apart).
I present
my experiences with this system almost as catharsis for the numerous little
issues I have had over the years and in hopes that it can serve to teach others
from my observations and mistakes.
Hopefully these are entertaining to read and they provide you, dear
reader, with some useful ideas for your own game.
Have Fun!
______________________________
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