Difference between revisions of "D20 Mechanic: Defenses"

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=Overview=
 
=Overview=
Creatures have four sets of ''defenses'', each with a number of child values: these are '''armor class''', '''fortitude''', '''reflex''', and '''will'''. Armor Class (AC) is further subdivided into its normal value, ''touch'', and ''flat-footed''; of these, some can be conflated, such as an effect being against your flat-footed touch AC.
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Creatures have four sets of ''defenses'': '''fortitude''', '''reflex''', '''will''', and '''determination'''.
  
The remaining three are divided into your ''defense'' and your ''saving throw''.
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Each of these two values have two components: the ''defense'' and ''saving throw''.
  
==Armor Class==
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==Defenses==
Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It’s the attack roll result that an opponent needs to achieve to hit you. Your AC is equal to the following:
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: 10 + armor bonus + shield bonus + Dexterity modifier + size modifier
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Note that armor limits your Dexterity bonus, so if you’re wearing armor, you might not be able to apply your whole Dexterity bonus to your AC.
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'''Enhancement Bonuses:''' Wearing Force-aligned armor or wielding a Force-aligned shield increase your AC, granting you an enhancement bonus to your AC equal to your attunement bonus. You can benefit only from a single suit of armor and a single shield.
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'''Deflection Bonus:''' Some effects can grant you a deflection bonus to AC, as can Force-aligned accessories, equal to your attunement bonus. You only gain this benefit from one accessory.
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'''Natural Armor:''' Some effects grant you a natural armor bonus to AC. Only the highest bonus applies.
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'''Dodge Bonus:''' Some effects can grant you a dodge bonus to your AC. Unlike other bonuses, dodge bonuses stack.
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'''Other Bonuses:''' Several other types of bonus, such as ''insight bonuses'', exist, and can be granted to your AC. Only the highest bonus of a given type is applied at a time.
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===Touch and Flat-Footed===
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When you are the target of a ''touch attack'', your AC doesn’t include any armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, Dexterity modifier, and deflection bonus (if any) apply normally.
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When you are flat-footed, you lose your Dexterity modifier and all dodge bonuses to AC.
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If you are subject to a ''touch attack'' while flat-footed, only deflection bonuses to your AC apply.
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==Other Defenses==
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Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class, level, and an ability score. Your saving throw modifier is:
 
Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class, level, and an ability score. Your saving throw modifier is:
  
: Base save bonus + ability modifier
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: Base save bonus + armor bonus + ability modifier
  
 
'''Base Save Bonus:''' A saving throw modifier derived from character class and level. Base save bonuses increase at different rates for different character classes. Base save bonuses gained from different classes, such as when a character is a multiclass character, stack.
 
'''Base Save Bonus:''' A saving throw modifier derived from character class and level. Base save bonuses increase at different rates for different character classes. Base save bonuses gained from different classes, such as when a character is a multiclass character, stack.
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'''Armor Bonus:''' Each type of [[d20 Mechanic: Armor|armor]] provides a bonus to some of your saving throws.
  
 
In addition to having a ''saving throw'', you also have a ''defense'' value for each of these categories. That is calculated as follows:
 
In addition to having a ''saving throw'', you also have a ''defense'' value for each of these categories. That is calculated as follows:
  
: 10 + base save bonus + ability modifier
+
: 10 + base save bonus + armor bonus + ability modifier
  
 
Some effects will call for a ''saving throw'', while others will be against your ''defense'' of a given type. You cannot choose which of these values to use; a given effect will indicate whether it allows for a saving throw, or is against a given defense.
 
Some effects will call for a ''saving throw'', while others will be against your ''defense'' of a given type. You cannot choose which of these values to use; a given effect will indicate whether it allows for a saving throw, or is against a given defense.
  
In addition, some armors can grant a bonus to your defenses. These bonuses are applied to the indicated defenses both as ''saving throw'' and ''defense''.
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==Defense vs. Saving Throw==
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To clarify the purpose of defenses and saving throws, this section will provide general advice as to when defenses and saving throws are used.
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'''Defenses:''' When an effect is being produced, it will usually be against your defense. If a mage casts ''firaja'' at you, the mage will make a magical attack roll against your Reflex defense.
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'''Saving Throws:''' Saving throws are typically used to overcome status effects. If a mage casts ''firaja'' at you and you gain ''ongoing fire damage'' as a result, you can make Reflex saving throws during your turn to end the ''ongoing fire damage''.
  
 
==Types==
 
==Types==
; Fortitude : These saves measure your ability to stand up to physical punishment or attacks against your vitality and health. Apply your Constitution modifier to your Fortitude saving throws.
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; Fortitude : These saves measure your ability to stand up to physical punishment or attacks against your vitality and health. Apply the better of your Strength modifier or your Constitution modifier to your Fortitude saving throws.
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; Reflex : These saves test your ability to dodge area attacks. Apply the better of your Dexterity modifier or your Perception modifier to your Reflex saving throws.
  
; Reflex : These saves test your ability to dodge area attacks. Apply your Dexterity modifier to your Reflex saving throws.
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; Will : These saves reflect your resistance to mental influence as well as many magical effects. Apply the better of your Intelligence modifier or your Wisdom modifier or your to your Will saving throws.  
  
; Will : These saves reflect your resistance to mental influence as well as many magical effects. Apply your Wisdom modifier to your Will saving throws.  
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; Determination : These saves reflect your ability to follow your goals and take action in the face of danger. Apply the better of your Bravery modifier or your Charisma modifier to your Determination saving throws.
  
 
==Defense Effects==
 
==Defense Effects==
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Evasion represents an uncanny ability to quickly remove yourself from danger. It impacts your Reflex.
 
Evasion represents an uncanny ability to quickly remove yourself from danger. It impacts your Reflex.
  
'''Evasion:''' If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage; if the effect has a partial effect on a successful saving throw, you instead suffer no effect. Evasion can be used only if the you are wearing light armor or no armor, and are not ''[[d20 Mechanic: Status Effects#Helpless|helpless]]'' or ''prone''. You gain a +2 bonus to your Reflex Defense.
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<div id="Evasion">
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Evasion</font></div>
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|}
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If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage; if the effect has a partial effect on a successful saving throw, you instead suffer no effect.  
  
'''Improved Evasion:''' As per Evasion, but in addition, when you fail a Reflex saving throw against an attack or effect, you are instead treated as though having succeeded (though without the benefits of Evasion). Your bonus to your Reflex Defense increases to +5.
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Evasion can be used only if you are not ''[[d20 Mechanic: Status Effects#Helpless|helpless]]'' or ''prone''.  
  
'''Perfect Evasion:''' You ignore all detrimental effects that call for a Reflex save. Your bonus to your Reflex Defense increases to +10.
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You gain a +2 bonus to your Reflex Defense.
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 +
<div id="Improved Evasion">
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Improved Evasion</font></div>
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|}
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As per Evasion, but in addition, when you fail a Reflex saving throw against an attack or effect, you are instead treated as though having succeeded (though without the benefits of Evasion).
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Your bonus to your Reflex Defense increases to +5.
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<div id="Perfect Evasion">
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Perfect Evasion</font></div>
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|}
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You ignore all detrimental effects that call for a Reflex save.  
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Your bonus to your Reflex Defense increases to +10.
  
 
===Grit===
 
===Grit===
 
Grit represents a profound ability to withstand physical trauma. It impacts your Fortitude.
 
Grit represents a profound ability to withstand physical trauma. It impacts your Fortitude.
  
'''Grit:''' If you make a successful Fortitude saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage; if the effect has a partial effect on a successful saving throw, you instead suffer no effect. Grit can be used only if the you are wearing at least light armor, and are not ''unconscious''. You gain a +2 bonus to your Fortitude Defense.
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<div id="Grit">
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#7BBF6A;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Grit</font></div>
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|}
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If you make a successful Fortitude saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage; if the effect has a partial effect on a successful saving throw, you instead suffer no effect.  
  
'''Improved Grit:''' As per Grit, but in addition, when you fail a Fortitude saving throw against an attack or effect, you are instead treated as though having succeeded (though without the benefits of Grit). Your bonus to your Fortitude Defense increases to +5.
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Grit can be used only if you are not ''unconscious''.  
  
'''Perfect Grit:''' You ignore all detrimental effects that call for a Fortitude save. Your bonus to your Fortitude Defense increases to +10.
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You gain a +2 bonus to your Fortitude Defense.
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 +
<div id="Improved Grit">
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#7BBF6A;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Improved Grit</font></div>
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|}
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As per Grit, but in addition, when you fail a Fortitude saving throw against an attack or effect, you are instead treated as though having succeeded (though without the benefits of Grit).
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Your bonus to your Fortitude Defense increases to +5.
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 +
<div id="Perfect Grit">
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#7BBF6A;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Perfect Grit</font></div>
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|}
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You ignore all detrimental effects that call for a Fortitude save.  
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Your bonus to your Fortitude Defense increases to +10.
  
 
===Mettle===
 
===Mettle===
 
Mettle represents your mental composure and ability to maintain yourself. It impacts your Will.
 
Mettle represents your mental composure and ability to maintain yourself. It impacts your Will.
  
'''Mettle:''' If you make a successful Will saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage; if the effect has a partial effect on a successful saving throw, you instead suffer no effect. Mettle can be used only if the you are not ''dazed'', ''stunned'', ''confused'', ''controlled'' or ''dominated''. You gain a +2 bonus to your Will Defense.
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<div id="Mettle">
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#FA8072;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Mettle</font></div>
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|}
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If you make a successful Will saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage; if the effect has a partial effect on a successful saving throw, you instead suffer no effect.  
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Mettle can be used only if you are not ''dazed'', ''stunned'', ''confused'', or ''dominated''.
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You gain a +2 bonus to your Will Defense.
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 +
<div id="Improved Mettle">
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#FA8072;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Improved Mettle</font></div>
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|}
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As per Mettle, but in addition, when you fail a Will saving throw against an attack or effect, you are instead treated as though having succeeded (though without the benefits of Mettle).
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 +
Your bonus to your Will Defense increases to +5.
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 +
<div id="Perfect Mettle">
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#FA8072;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Perfect Mettle</font></div>
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|}
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You ignore all detrimental effects that call for a Will save.
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Your bonus to your Will Defense increases to +10.
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===Tenacity===
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Tenacity represents your inner drive to succeed in the face of all odds. It impacts your Determination.
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<div id="Tenacity">
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#63D1F4;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Tenacity</font></div>
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|}
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If you make a successful Determination saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage; if the effect has a partial effect on a successful saving throw, you instead suffer no effect.
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Tenacity can be used only if you are not ''cowering'', ''frightened'', ''helpless'', ''panicked'', or ''shaken''.
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You gain a +2 bonus to your Determination Defense.
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<div id="Improved Tenacity">
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#63D1F4;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Improved Tenacity</font></div>
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|}
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As per Tenacity, but in addition, when you fail a Determination saving throw against an attack or effect, you are instead treated as though having succeeded (though without the benefits of Tenacity).
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 +
Your bonus to your Determination Defense increases to +5.
  
'''Improved Mettle:''' As per Mettle, but in addition, when you fail a Will saving throw against an attack or effect, you are instead treated as though having succeeded (though without the benefits of Mettle). Your bonus to your Will Defense increases to +5.
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<div id="Perfect Tenacity">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#63D1F4;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Perfect Tenacity</font></div>
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|}
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You ignore all detrimental effects that call for a Determination save.  
  
'''Perfect Mettle:''' You ignore all detrimental effects that call for a Will save. Your bonus to your Will Defense increases to +10.
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Your bonus to your Determination Defense increases to +10.
  
 
[[category:Mechanics]]
 
[[category:Mechanics]]

Latest revision as of 20:11, 30 May 2016

This section outlines the concept of defenses, a combination of d20 armor class and saving throws, and some mechanics from D&D 4e. Most of the concepts herein are taken from those two systems.

Overview

Creatures have four sets of defenses: fortitude, reflex, will, and determination.

Each of these two values have two components: the defense and saving throw.

Defenses

Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class, level, and an ability score. Your saving throw modifier is:

Base save bonus + armor bonus + ability modifier

Base Save Bonus: A saving throw modifier derived from character class and level. Base save bonuses increase at different rates for different character classes. Base save bonuses gained from different classes, such as when a character is a multiclass character, stack.

Armor Bonus: Each type of armor provides a bonus to some of your saving throws.

In addition to having a saving throw, you also have a defense value for each of these categories. That is calculated as follows:

10 + base save bonus + armor bonus + ability modifier

Some effects will call for a saving throw, while others will be against your defense of a given type. You cannot choose which of these values to use; a given effect will indicate whether it allows for a saving throw, or is against a given defense.

Defense vs. Saving Throw

To clarify the purpose of defenses and saving throws, this section will provide general advice as to when defenses and saving throws are used.

Defenses: When an effect is being produced, it will usually be against your defense. If a mage casts firaja at you, the mage will make a magical attack roll against your Reflex defense.

Saving Throws: Saving throws are typically used to overcome status effects. If a mage casts firaja at you and you gain ongoing fire damage as a result, you can make Reflex saving throws during your turn to end the ongoing fire damage.

Types

Fortitude 
These saves measure your ability to stand up to physical punishment or attacks against your vitality and health. Apply the better of your Strength modifier or your Constitution modifier to your Fortitude saving throws.
Reflex 
These saves test your ability to dodge area attacks. Apply the better of your Dexterity modifier or your Perception modifier to your Reflex saving throws.
Will 
These saves reflect your resistance to mental influence as well as many magical effects. Apply the better of your Intelligence modifier or your Wisdom modifier or your to your Will saving throws.
Determination 
These saves reflect your ability to follow your goals and take action in the face of danger. Apply the better of your Bravery modifier or your Charisma modifier to your Determination saving throws.

Defense Effects

There are a number of abilities that impact how your defenses function, which are outlined here.

Evasion

Evasion represents an uncanny ability to quickly remove yourself from danger. It impacts your Reflex.

Evasion

If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage; if the effect has a partial effect on a successful saving throw, you instead suffer no effect.

Evasion can be used only if you are not helpless or prone.

You gain a +2 bonus to your Reflex Defense.

Improved Evasion

As per Evasion, but in addition, when you fail a Reflex saving throw against an attack or effect, you are instead treated as though having succeeded (though without the benefits of Evasion).

Your bonus to your Reflex Defense increases to +5.

Perfect Evasion

You ignore all detrimental effects that call for a Reflex save.

Your bonus to your Reflex Defense increases to +10.

Grit

Grit represents a profound ability to withstand physical trauma. It impacts your Fortitude.

Grit

If you make a successful Fortitude saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage; if the effect has a partial effect on a successful saving throw, you instead suffer no effect.

Grit can be used only if you are not unconscious.

You gain a +2 bonus to your Fortitude Defense.

Improved Grit

As per Grit, but in addition, when you fail a Fortitude saving throw against an attack or effect, you are instead treated as though having succeeded (though without the benefits of Grit).

Your bonus to your Fortitude Defense increases to +5.

Perfect Grit

You ignore all detrimental effects that call for a Fortitude save.

Your bonus to your Fortitude Defense increases to +10.

Mettle

Mettle represents your mental composure and ability to maintain yourself. It impacts your Will.

Mettle

If you make a successful Will saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage; if the effect has a partial effect on a successful saving throw, you instead suffer no effect.

Mettle can be used only if you are not dazed, stunned, confused, or dominated.

You gain a +2 bonus to your Will Defense.

Improved Mettle

As per Mettle, but in addition, when you fail a Will saving throw against an attack or effect, you are instead treated as though having succeeded (though without the benefits of Mettle).

Your bonus to your Will Defense increases to +5.

Perfect Mettle

You ignore all detrimental effects that call for a Will save.

Your bonus to your Will Defense increases to +10.

Tenacity

Tenacity represents your inner drive to succeed in the face of all odds. It impacts your Determination.

Tenacity

If you make a successful Determination saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage; if the effect has a partial effect on a successful saving throw, you instead suffer no effect.

Tenacity can be used only if you are not cowering, frightened, helpless, panicked, or shaken.

You gain a +2 bonus to your Determination Defense.

Improved Tenacity

As per Tenacity, but in addition, when you fail a Determination saving throw against an attack or effect, you are instead treated as though having succeeded (though without the benefits of Tenacity).

Your bonus to your Determination Defense increases to +5.

Perfect Tenacity

You ignore all detrimental effects that call for a Determination save.

Your bonus to your Determination Defense increases to +10.