Sunday, 12 April 2020

5e: Optional Rules - Defend and Give Cover

This optional rule module introduces two new options for characters in combat: the Defend action and the Give Cover reaction.

Briefly, the Defend action lets a player character watch over an ally and be ready to interpose themselves between that ally and a threat. When a characters does so, they become the new target of the incoming attack, and possibly additional attacks that occur afterwards, in place of the original target. 

For when things get really desperate, the Give Cover reaction lets a character leap bodily into harm's way to protect a near-dead ally without prior preparation to guard them via the Defend action. Because of this the character giving cover can't take the time or caution to defend themselves against the incoming blow: they protect their ally, but the attack automatically hits them instead.

The full rules for these two new options are presented below, and a discussion of potential implications for class features with similar effects follows. 

Defend

The Defend action is a variation of the ready action, and works in a similar way. However, it has its own rules that handle a specific trigger and the reaction to that trigger. When you take the Defend action, you choose a creature or object within 10 feet of you that you can see.

If the chosen creature or object is targeted by an attack originating from a source that you can see while they are within 10 feet of you, you may spend your reaction to move adjacent to them but must make this choice before the attack roll is made. During your movement you may also exchange places with the defended creature, costing 5 feet of your movement to do so. If the triggering attack is a melee attack you must also end this movement adjacent to the attacker. If the triggering attack is a ranged attack, you must end your movement in a position that partially blocks line of sight to the target.

When you spend your reaction to defend the chosen creature the triggering attack is resolved against your AC instead of the AC of the creature you're defending, and you take any damage caused by the attack in place of its original target. If the triggering attack is a melee attack, is not a critical hit, and you're wielding a melee weapon or a shield or your unarmed attacks deal 1d4 or higher damage, you can make a melee attack roll as part of the same reaction to try and block the attack. If your attack roll is higher than the triggering attack's result, then its damage is halved.

Give Cover

As a reaction, you throw yourself bodily in the way of an attack intended for an adjacent creature. You may use this reaction even after the attack is rolled, but you can only give cover against a melee attack if the space you occupy is within the attacker's reach, and you can only give cover against a ranged attack if you partially block the attacker's line of sight to their target. As part of this reaction, you may move 5 feet but can only do so if it moves you into a valid position from which to give cover.

The attack automatically hits you instead of the original target, and you suffer the attack's damage as normal. The attacker still rolls a d20 to see if the attack is a critical hit, but in this case the result is not compared to your AC and a roll of natural 1 is not considered an automatic miss.

Implications

The Defend action and Give Cover reaction presented above have some conceptual and mechanical overlap with a couple of existing features, discussed below:

Protection Fighting Style (Fighter, Paladin)


When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

This is very much in the same conceptual space. However, a character with the Protection fighting style will still find it useful compared to the Defend action, since they don't have to spend their action and wait and see what happens in order to meaningfully protect someone. It's also a superior choice for the warrior compared to Give Cover, which would result in them automatically taking damage, but that can still be in the their arsenal should things get desperate and they want a way to shield an ally that's a sure thing. 

Still, many people already consider the Protection style to be one of the weaker fighting style options, and it might be considered devalued further if alternatives are introduced that any character can use. All things considered, I believe that it would be appropriate to extend the benefits of the Protection style to when the character uses the Defense action, causing the triggering attack to be rolled with disadvantage against the Fighter or Paladin's AC. If you like this change, replace Protection's text with the new version below:
 
PROTECTION
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. In addition, when you ready the defend action and use your reaction to take it, the attack roll that triggers your reaction is rolled with disadvantage. You must be wielding a shield to gain either benefit of this feature.


Spirit Shield (Path of the Ancestral Guardian Barbarian)


[...]the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

This occupies a similar role in terms of reducing damage taken by an ally. However, it remains relevant because it doesn't unlike Defend it doesn't spend the barbarian's action, which is better spent on rage-fueled attacks. It also doesn't result in the barbarian taking damage themselves, and it can protect an ally up to 30 feet away. Defend and Give Cover simply give the barbarian new tactical options: when an ally is particularly weak, or being targeted by a very strong enemy, the barbarian might prefer the Defend action as it gives them to redirect damage in its entirety rather than simply reduce it, and soak it using their larger hit point pool and raging damage resistance. Likewise, a barbarian can Give Cover in the knowledge that the damage they suffer will be minimised.

Other Features

Channel Divinity: Rebuke the Violent (Oath of Redemption Paladin) and Opportunist (Way of Shadow Monk) are both examples of reactions that are triggered by an ally being attacked, however as in both other cases these features require only a reaction, and the end result of both features is damage to the attacker rather than defense of the target. They therefore don't directly correlate to Defend or Give Cover and are not particularly impacted by the inclusion of these new options. 
 

Saturday, 11 April 2020

D&D Review! A Manse of Special Purpose

EDIT 12/04/2020: I've been advised by the author that A Manse of Special Purpose did undergo a round of corrections in March, so be aware that some or all of the editorial errors referenced in this review may already be resolved.

Today's post is a review of A Manse of Special Purpose, a tier 3 adventure by Jake Friday. Since the product is an adventure, the review cannot be considered completely spoiler-free. Therefore, non-DMs may wish to stop reading. 



A Manse of Special Purpose - cover


Value

A Manse of Special Purpose is a 22-page adventure which includes 3 chapters and a 4-page appendix with an adventure flowchart and statblocks. As will be discussed under Quality, the product lacks art or maps, though I didn't keenly feel the lack of either (the adventure lends itself to creative description, and the flowchart helps understand the layout). The price is Pay What You Want, with a suggested price of $2.99. It's worth at least that! 

SCORE OUT OF 4:

Quality


The design is clean and clear. It looks like a template has probably been used, in that it hews pretty close to the design of official products. As a matter of personal preference I love when third party products have their own identity, but I can't fault anyone for choosing to use a template.

A Manse of Special Purpose - Preview.


There is no art in the adventure: the only images are two rough and ready diagrams and an adventure flowchart. Art is by no means essential for an adventure to be functional, but it can help break up text and improve reading flow, as well as enrich the experience for the reader and for players whom can be shown pictures of key locations, NPCs, etc. For future endeavours, I would recommend the author to check out the creator packs Wizards of the Coast have made available for free use in DMsGuild products. There are also many very affordable stock art pieces on DriveThruRPG.

The lack of images extends to maps: as per the General Notes section the adventure "relies on theater of the mind". 

There are unfortunately numerous typographical, grammatical, formatting and layout issues interspersed throughout. To be clear, most of them won't prevent you from understanding the text, with a couple of exceptions that require a closer reading (one example: three NPCs at the end of chapter 1 where the NPC names are right-aligned but not otherwise formatted any differently from regularly text, meaning you cannot find where each NPC's section begins at a glance). It'd be well worth another editorial pass with fresh eyes. 

The author has made a conscious effort to consider the safety of players, recommending safety tools to handle potential triggers within the adventure's horror-themed content, and flagging content warnings throughout the text. In particular, the adventure deals with themes of consent (illustrating the problematic nature of the Modify Memory spell).


SCORE OUT OF 6:



Content

A Manse of Special Purpose is an adventure for tier 3 (levels 11-16) adventurers. Given some of the extraplanar creatures they might meet, I would recommend erring on the side of caution and waiting until your party is at the higher end of this bracket unless it is particularly large. The adventure sees PCs explore the Anchorin Manse, home of the artifice Anchorin. Webster is fascinated by the mysteries of the multiverse and built a machine intended to reveal some of the secrets of the cosmos. Instead, it allowed a cosmic horror to pass through into the material plane. 

The introduction includes a synopsis, general notes about how the adventure has been presented by the designer), a detailed bullet point summary of the adventure background, and finally three possible adventure hooks.

The general notes section describes choices the designer has made in how they present the adventure. For instance, they've chosen not to use traditional boxed text. Whether that appeals to you depends how you feel about boxed text! Boxes are instead used in the same manner that other products might use a sidebar: to provide useful notes for the DM. A fine idea,  however this format is not used consistently throughout the adventure: for instance on page 3 there is a whole section called Taming the Furniture which is not in boxed text, but probably should be. It explores the designer's thoughts about whether such a result would be possible. The ideas are suggestions, and non-conclusive. Theorising, and in such a conversational tone, seems like prime material for a box/side bar. Since it's in the text of the adventure, it should instead provide explicit rules for how taming the animated objects could be achieved. 

Pay special attention to the adventure background - it's detailed, and somewhat convoluted. In particular, at one point the primary antagonist is described switching bodies with a lookalike, and is thereafter referred to by the name of his assumed identity in this section and elsewhere in the adventure.

As far as the adventure hooks go, they're all adequate for drawing your heroes into the adventure, but one of the three is in my opinion a lot more interesting than the others (it's probably no surprise this one is the most detailed of the options). In any case,  you should have little trouble finding a way to draw your players in.

The adventure itself is broken into three chapters: 

Chapter 1: The Son, The Fool, and The Phony

In the first chapter, the PCs arrive in town to discover it besieged by animated objects with a unique origin that I won't spoil. After overcoming this they meet Eccles, estranged son of Webster Anchorin. He was asked to return by the Mayor because the town has been under attack by furniture from the mans for weeks. Eccles wants to discover the fate of his family and, if the last survivor, collect his inheritance. But he needs the help of adventurers to deal with the dangers present in the manse.

Chapter 2: A Planar Preoccupation

In this, the the largest chapter, PCs explore the manse itself. Due to Webster Anchorin's failed planar experiment, the manse has been fragmented across the planes, meaning that as the characters transition from room to room they will also find themselves moving between planes, dealing with environmental consequences of their new environments, and meeting residents and staff of the Anchorin manse who have been transformed by the planar energies connected to the room each was in at the time of the accident. This premise allows the designer to include a varied set of encounters which still feel connected. The adventure has a bunch of cool set pieces which should be a lot of fun for players to interact with. Some of the weirdness borders on the creepy, which is appropriate considering the overall theme of cosmic horror, but the adventure includes some notes on dialing this down if concerned. 


A Manse of Special Purpose - Preview


Chapter 3: Leaving Loose Ends

In the final chapter your PCs will find their way into the antagonist's laboratory, face the cosmic entity known as the Sentience, and decide what to do with the planar machine: either try to control it, or destroy it. 

Appendix

Finally, an appendix includes a flowchart which illustrates possible paths through the manse, which is very useful considering there is no map of the interior. The appendix also includes three pages of statblocks. Curiously, the most powerful unique creatures created for the purposes of this adventure were given no CR. To be fair, CR is a pretty inadequate measure in any case, but it's something. You don't even have a rough yardstick here: it's always a good idea to compare their features to the capabilities of your party anyway, but here you'll have to. On paper, I think these creatures have some nasty looking features, but I suspect that the Sentience is a bit of a glass cannon. 


A Manse of Special Purpose - Adventure Flowchart



SCORE OUT OF 10:


Final Thoughts and Rating


FINAL SCORE OUT OF 20:
++=  
 
14 out of 20! A great hit!


A Manse of Special Purpose is a creative and fun adventure! It leaves some things to be desired in terms of editing and presentation, but you should find this leads to only a few comprehension issues. The formatting could easily be cleaned up and comprehension thereby improved, and I do hope the designer takes another pass at it to present this adventure in its best possible light.  

The final word: An entertaining planar-themed mansion-crawl from the mind of Jake Friday, A Manse of Special Purpose is slightly marred by some issues with formatting and presentation, but these should be easily fixed. And until that update, a careful reading of the text pre-play should clear up any confusions. A Manse of Special Purpose is available on DMsGuild now!