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20

This is true in the majority of RPGs I've seen, including all prior versions of D&D. The problem is one of level of abstraction; how specific do you really want to get with differences in defensive capabilities between different weapons? Some of the older editions (and certain versions of Traveller, for example) had varying to-hit based on your weapon ...


18

There are weapons that give a bonus to AC. Off the top of my head, the parrying dagger and most of the double weapons have the defensive property, which gives you +1 AC for wielding them with another weapon in your other hand (or wielding them in both hands, in the case of the double weapons). There are also feats that give you an AC bonus for certain ...


17

Lenny Balsera, one of the main system developers for Fate Core, has given an official answer as follows: So, first, the incongruity only comes up when you're talking about a Create Advantage action that piles invokes on an existing aspect. Making one from scratch, it all tracks: Creator succeeds with style, Defender fails, creator gets an aspect ...


16

There is no concept of "flat-footed" in 5th Edition. Most situations that would have given flat-footed (blinded, paralyzed, petrified, prone, restrained, stunned, and unconscious) in 3.5 instead give the attacker advantage on the attack roll. Flanking and facing are available as variant rules in the Dungeon Master's Guide, and they, too, grant ...


16

Howling Wall is probably not a good choice. There are 2 reasons why Howling Wall is likely to not help very much. First, low-fortitude enemies are less common than low-will or low-reflex enemies. Howling Wall is simply going to miss enemies more often than Winged Horde or Arc Lightning. The second reason goes even deeper into monster statistics. You're ...


14

Rules Compendium p 176: Object Immunities, Resistances, Vulnerabilities Unless otherwise noted, an object has immunity to the following: necrotic damage, poison damage, psychic damage, and any attack that targets Will. That should give you your RAW answer. This is not universal, but when an object does not have a Will noted it is immune to attacks ...


13

how should a DM handle this if a player does attempt an attack? "The Bard attempts to destroy the iron bars of your prison, casting Vicious Mockery. The iron bars show no sign of being shamed, or in fact any other emotional response, and remain unflinchingly solid." There would be no problem in the game as such if that were not the case in the rules ...


13

4e made a conscious decision to prefer speed and balance over "realistic" simulation. This is, after all, the game that decided a spell called "fireball" is actually a fire square. Adding the complexity of per weapon defenses would complicate and slow down the game. It also adds more variables, creating more opportunities for unbalanced things to sneak ...


12

Defending others works the way the first paragraph you quoted says so: You can even make defend actions on behalf of others, so long as you fulfill two conditions: it has to be reasonable for you to interpose yourself between the attack and its target, and you have to suffer the effects of any failed rolls. That's it! That's defending others. If you ...


12

Yes. As @ObliviousSage mentioned in comments, not all defenses are made equally, and some are more common than others. Actually going through the books and figuring out which defense “wins” seems very meta-gamey to me and probably isn’t appropriate at most tables, but this is not the only point. The more important point is that one of ...


12

This is answered in the Official GURPS 4th FAQ 3.4.1.11.. A cloak is used like a shield – as implied by both the Cloak skill write-up and the cloak's listing under Shields (p. B287). It gives DB only when partly wrapped around one arm or held in one hand, and then used to brush incoming weapons aside (either on its own or by padding the hand enough to ...


11

No, You may only use one Immediate ActionDDI per round. Reminder - you cannot use an Immediate Action on your own turn.


11

In Dungeons and Dragons 3.5 Rage says, in part, While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command ...


8

This is clearly written in both the player's handbook and even the player's basic rules, in the respective chapter about Combat. I suggest you read either of those before asking basic questions. From the basic rules, page 73 (emphasis mine, identical text is found in the PHB): ATTACK ROLLS When you make an attack, your attack roll determines ...


6

Bonuses of Different Types Stack So Racial and Feat and Item bonuses all stack with one another. Thus, in the first case, you do get +4 to AC, as well as +2 to Fort/Ref/Will. And in the second case, yes, the bonus does stack with the Tusk Shield. As for the Tusk Shield, yes, it means for Opportunity Attacks. As long as you are in the process of charging, ...


5

Defender takes 3 stress hit, which means stress is marked in the 3rd box ☐☐☒☐, assuming the defender has enough Endurance to have 4 stress boxes. YS200, Attacks: "If the attacker and defender tie, the attacker 'connects' with the defender, but without a weapon or some other stress-booster the margin of zero means no stress will be inflicted." So, yeah, ...


5

Here's a link to a step by step approach to filling out character sheets. In the above, they discuss defenses: Armor Class = 10 + Armor Value + Shield Bonus ( if wearing Light Armor either +Dex or +Int modifier, whichever is highest) + ½ character level (formula from here) For Bob: 10 + 2 (Armor Value) + 3 (Shield Bonus, Light Armor: higher of INT ...


4

You could simply alter the parry system. Back in the day, there was a time when I decided to add an active parry to 1st ed AD&D combat. It was a "to hit" roll, with whatever bonuses you would normally get. You were essentially attempting to hit your opponents weapon while they were trying to hit you... which is what parrying with a weapon seems to be ...


4

Your logic is correct! Yes in 4E for your defenses you add 10+relevant ability modifier+ 1/2 your level rounded down + any relevant class bonuses. You only add half your level once. Oh and welcome to the site! And yes your AC is armor + ability modifier only when you wear light to no armor.


3

Let's start with the basics, 10 reflex at first level isn't great, but it's not atypical either. There are some things you can do about it though. The two best ways to patch reflex are as follows: Superior Reflexes - this gives you a scaling +2 bonus to reflex and CA on your first turn every encounter. However, don't burn your L1 feat on this Wield a ...


3

Your incongruences stems from the facts that there are 2 tables for creating an advantage: one for creating a new aspect, and one for an aspect already present. If you’re using create an advantage to make a new aspect… When you fail, you either don’t create the aspect, or you create it but someone else gets the free invoke—whatever you end up ...


3

I have the PHB1 In Page 17, Player's Handbook Explains the abilities that modifies the Defenses! "For Fortitude defense, you add the higher of your Strength or Constitution ability modifiers. For Reflex defense, you add the higher of your Dexterity or Intelligence ability modifiers. For Will defense, you add the higher of your Wisdom or Charisma ability ...


2

I would count it as a temporary modifier. Benefit: You gain training in the Arcana skill. Once per day, when you are wielding a blade, you can invoke the Swordmage Warding class feature as a minor action. Until the end of the encounter, you gain a +1 bonus to AC (or a +3 bonus to AC if you have one hand free). - Published in Forgotten Realms Player's ...


2

As Pat mentioned above, you are unable to use both at the same turn due to the action economy. EDITED: I withdrew my argument regarding the utilization of action points. You cannot substitute a regular action for an immediate one, as I recalled falsely. However, it should be noted that technically the stacking of such effects would be valid should their ...


1

Armour and shields are components of your AC. AC is simply a measure of how hard it is to strike a figure in a way that does damage. It might be partly how good you are at dodging, or completely made up from physical or magical protection. In the end all that matters is whether you avoided a being struck or not, so it's all boiled down to one number. Damage ...


1

Shall you be a Cleric or a Warpriest, your role as a leader is to keep your party alive by healing and throwing around buffs. 4e's mechanics let you contribute to damage as well (unlike older editions where if you wanted to heal your party you needed to spend your whole turn doing so, thus the healbot concept was born) but dealing lots of damage, while nice ...


1

The way I interpret it. 1st case using your turn action to act as bodyguard get full skill to defend yourself or the VIP. 2nd case act on enemy turn to jump on a granate situation that is you already had your turn and are making desparate - jump and take the bullet action. I think in that context the stunts make more sense.


1

There's nothing explicit in the rules about it. As @HeyICanChan points out, there's a long list of things that a raging barbarian can't do, and fighting defensively (or even using total defense) isn't on that list. At the same time, the list of restrictions isn't exhaustive. One of the items on the list is "any abilities that require patience or ...


1

I don't have enough knowledge of GURPS to say for certain that that's legal, but let's assume for a second that it is and the GM doesn't feel like house-ruling it. This brings us to the second half your question: Wouldn't that make the character untouchable? The answer is no; the GM can always do one or more of the following: Throw that PC attacks which ...



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