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	<title>Comments for Robot Viking</title>
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	<link>http://www.robotviking.com</link>
	<description>Gaming</description>
	<lastBuildDate>Fri, 03 Feb 2012 23:36:42 +0000</lastBuildDate>
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		<title>Comment on A Treatise on Active Defenses in RPG Combat by Ryk Perry</title>
		<link>http://www.robotviking.com/2012/02/02/a-treatise-on-active-defenses-in-rpg-combat/comment-page-1/#comment-3405</link>
		<dc:creator>Ryk Perry</dc:creator>
		<pubDate>Fri, 03 Feb 2012 23:36:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=4844#comment-3405</guid>
		<description>I had actually considered similar rules changes in the last campaign.  in fact, we never really implemented it, but I used &#039;surrounded&#039; as a higher end flanking, giving a -5 penalty to defenses.  But the problem with any of these mechanics, especially for 4e is that they don&#039;t go far enough to fix the math that causes the problem. 

in 4e a 20th level character who is naked and unconscious still has a 20 AC (effectively 15 because of unconsciousness).  If the unconscious character is in his plate +4, he has a 32 AC.  So even if he&#039;s completely, slack-jawed surprised and completely surrounded with a cumulative -1 for each flanking creature he still has at least a 24 AC, and probably more.  low level guards are still pretty much incapable of hitting him without 20s.</description>
		<content:encoded><![CDATA[<p>I had actually considered similar rules changes in the last campaign.  in fact, we never really implemented it, but I used &#8216;surrounded&#8217; as a higher end flanking, giving a -5 penalty to defenses.  But the problem with any of these mechanics, especially for 4e is that they don&#8217;t go far enough to fix the math that causes the problem. </p>
<p>in 4e a 20th level character who is naked and unconscious still has a 20 AC (effectively 15 because of unconsciousness).  If the unconscious character is in his plate +4, he has a 32 AC.  So even if he&#8217;s completely, slack-jawed surprised and completely surrounded with a cumulative -1 for each flanking creature he still has at least a 24 AC, and probably more.  low level guards are still pretty much incapable of hitting him without 20s.</p>
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		<title>Comment on A Treatise on Active Defenses in RPG Combat by Gavin O'Brien</title>
		<link>http://www.robotviking.com/2012/02/02/a-treatise-on-active-defenses-in-rpg-combat/comment-page-1/#comment-3404</link>
		<dc:creator>Gavin O'Brien</dc:creator>
		<pubDate>Fri, 03 Feb 2012 22:03:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=4844#comment-3404</guid>
		<description>Yeah, that&#039;s a good point. I definitely only looked at it from the player&#039;s perspective.</description>
		<content:encoded><![CDATA[<p>Yeah, that&#8217;s a good point. I definitely only looked at it from the player&#8217;s perspective.</p>
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		<title>Comment on A Treatise on Active Defenses in RPG Combat by Ed Grabianowski</title>
		<link>http://www.robotviking.com/2012/02/02/a-treatise-on-active-defenses-in-rpg-combat/comment-page-1/#comment-3403</link>
		<dc:creator>Ed Grabianowski</dc:creator>
		<pubDate>Fri, 03 Feb 2012 22:00:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=4844#comment-3403</guid>
		<description>Yeah, I&#039;m just saying it requires you to track how many times you&#039;ve been attacked each round. Hellish for a DM running half a dozen hobgoblins. Cumulative flanking, each attack you just look down, &quot;Ok, four enemies adjacent to the defender, that&#039;s -3 to AC for this attack.&quot;</description>
		<content:encoded><![CDATA[<p>Yeah, I&#8217;m just saying it requires you to track how many times you&#8217;ve been attacked each round. Hellish for a DM running half a dozen hobgoblins. Cumulative flanking, each attack you just look down, &#8220;Ok, four enemies adjacent to the defender, that&#8217;s -3 to AC for this attack.&#8221;</p>
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		<title>Comment on A Treatise on Active Defenses in RPG Combat by Gavin O'Brien</title>
		<link>http://www.robotviking.com/2012/02/02/a-treatise-on-active-defenses-in-rpg-combat/comment-page-1/#comment-3402</link>
		<dc:creator>Gavin O'Brien</dc:creator>
		<pubDate>Fri, 03 Feb 2012 21:58:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=4844#comment-3402</guid>
		<description>Well, the way mine works is that as soon as you&#039;re attacked, hit or miss, you start granting combat advantage to others. It only gets worse from there. You&#039;d probably drop the flanking rules.</description>
		<content:encoded><![CDATA[<p>Well, the way mine works is that as soon as you&#8217;re attacked, hit or miss, you start granting combat advantage to others. It only gets worse from there. You&#8217;d probably drop the flanking rules.</p>
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		<title>Comment on A Treatise on Active Defenses in RPG Combat by Ed Grabianowski</title>
		<link>http://www.robotviking.com/2012/02/02/a-treatise-on-active-defenses-in-rpg-combat/comment-page-1/#comment-3401</link>
		<dc:creator>Ed Grabianowski</dc:creator>
		<pubDate>Fri, 03 Feb 2012 21:54:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=4844#comment-3401</guid>
		<description>That&#039;s a really cool idea, but perhaps the basic flanking rule accomplishes it without the bookkeeping. Although a cumulative flanking rule might be interesting, instead of just a flat -2 or whatever, you get additional negative AC per opponent adjacent to you.</description>
		<content:encoded><![CDATA[<p>That&#8217;s a really cool idea, but perhaps the basic flanking rule accomplishes it without the bookkeeping. Although a cumulative flanking rule might be interesting, instead of just a flat -2 or whatever, you get additional negative AC per opponent adjacent to you.</p>
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		<title>Comment on A Treatise on Active Defenses in RPG Combat by Gavin O'Brien</title>
		<link>http://www.robotviking.com/2012/02/02/a-treatise-on-active-defenses-in-rpg-combat/comment-page-1/#comment-3400</link>
		<dc:creator>Gavin O'Brien</dc:creator>
		<pubDate>Fri, 03 Feb 2012 21:29:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=4844#comment-3400</guid>
		<description>To add to the actual discussion, as opposed to defending my story-driven alignment choices, another possibility to kind of mimic an active defense is to always assume, immediately after their round, unless otherwise unable, a character is actively defending. 

For each attack directed at the character, they begin accumulating a penalty to AC. This penalty is meant to mimic a character defending themselves from multiple fronts. Sure, the first attacks is parried easily, but that has left the fighter more open. -2 to AC for all ensuing attacks. During the same round, another attack against the fighter increases the penalty to -3. The penalty increases by 1 for each subsequent attack. So, a fighter beset by a group of five enemies focused on him has a -5 penalty to AC against the last attacker. He is literally at his limit attempting to thwart that many enemies.</description>
		<content:encoded><![CDATA[<p>To add to the actual discussion, as opposed to defending my story-driven alignment choices, another possibility to kind of mimic an active defense is to always assume, immediately after their round, unless otherwise unable, a character is actively defending. </p>
<p>For each attack directed at the character, they begin accumulating a penalty to AC. This penalty is meant to mimic a character defending themselves from multiple fronts. Sure, the first attacks is parried easily, but that has left the fighter more open. -2 to AC for all ensuing attacks. During the same round, another attack against the fighter increases the penalty to -3. The penalty increases by 1 for each subsequent attack. So, a fighter beset by a group of five enemies focused on him has a -5 penalty to AC against the last attacker. He is literally at his limit attempting to thwart that many enemies.</p>
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		<title>Comment on A Treatise on Active Defenses in RPG Combat by Ed Grabianowski</title>
		<link>http://www.robotviking.com/2012/02/02/a-treatise-on-active-defenses-in-rpg-combat/comment-page-1/#comment-3399</link>
		<dc:creator>Ed Grabianowski</dc:creator>
		<pubDate>Fri, 03 Feb 2012 21:23:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=4844#comment-3399</guid>
		<description>#3 is irrelevant because he already knows we&#039;re all dicks and &lt;i&gt;he has no choice&lt;/i&gt; but to play with us! Muahahahahaha.</description>
		<content:encoded><![CDATA[<p>#3 is irrelevant because he already knows we&#8217;re all dicks and <i>he has no choice</i> but to play with us! Muahahahahaha.</p>
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		<title>Comment on A Treatise on Active Defenses in RPG Combat by Ryk Perry</title>
		<link>http://www.robotviking.com/2012/02/02/a-treatise-on-active-defenses-in-rpg-combat/comment-page-1/#comment-3398</link>
		<dc:creator>Ryk Perry</dc:creator>
		<pubDate>Fri, 03 Feb 2012 21:15:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=4844#comment-3398</guid>
		<description>Ah Gavin.  That made my day.  Is there some sort of HIPPA form for alignment questions or something?</description>
		<content:encoded><![CDATA[<p>Ah Gavin.  That made my day.  Is there some sort of HIPPA form for alignment questions or something?</p>
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		<title>Comment on A Treatise on Active Defenses in RPG Combat by Gavin O'Brien</title>
		<link>http://www.robotviking.com/2012/02/02/a-treatise-on-active-defenses-in-rpg-combat/comment-page-1/#comment-3397</link>
		<dc:creator>Gavin O'Brien</dc:creator>
		<pubDate>Fri, 03 Feb 2012 21:06:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=4844#comment-3397</guid>
		<description>Discrimination. That&#039;s what it is. He&#039;s not Chaotic Evil as in the &quot;I&#039;m the Joker, let&#039;s sow chaos in the world and murder as many people as possible.&quot;

He&#039;s &quot;chaotic&quot; in that he abandoned the laws and traditions of his people and clan to pursue the taboo of wizardry. He&#039;s evil in that, in order to further his studies in a land/place without any wizard schools (i.e. the dwarven homeland), he consorted with evil spirits and demons for instruction in the arcane arts, which has tainted his soul. At no time has he shown that he wants to go around murdering civilians or challenging town guards. IN FACT, as I remember it, it was the life-loving, tree-hugging ELF rogue who used a goblin child as a shield, NOT the dwarven wizard.

Actually, maybe my dwarf is neutral evil.

So, #3 remains irrelevant.

You guys wouldn&#039;t have even known he was evil at all if it weren&#039;t for Ed forcing everyone to say their alignments in the open. What ever happened to a little privacy?</description>
		<content:encoded><![CDATA[<p>Discrimination. That&#8217;s what it is. He&#8217;s not Chaotic Evil as in the &#8220;I&#8217;m the Joker, let&#8217;s sow chaos in the world and murder as many people as possible.&#8221;</p>
<p>He&#8217;s &#8220;chaotic&#8221; in that he abandoned the laws and traditions of his people and clan to pursue the taboo of wizardry. He&#8217;s evil in that, in order to further his studies in a land/place without any wizard schools (i.e. the dwarven homeland), he consorted with evil spirits and demons for instruction in the arcane arts, which has tainted his soul. At no time has he shown that he wants to go around murdering civilians or challenging town guards. IN FACT, as I remember it, it was the life-loving, tree-hugging ELF rogue who used a goblin child as a shield, NOT the dwarven wizard.</p>
<p>Actually, maybe my dwarf is neutral evil.</p>
<p>So, #3 remains irrelevant.</p>
<p>You guys wouldn&#8217;t have even known he was evil at all if it weren&#8217;t for Ed forcing everyone to say their alignments in the open. What ever happened to a little privacy?</p>
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		<title>Comment on A Treatise on Active Defenses in RPG Combat by Ryk Perry</title>
		<link>http://www.robotviking.com/2012/02/02/a-treatise-on-active-defenses-in-rpg-combat/comment-page-1/#comment-3396</link>
		<dc:creator>Ryk Perry</dc:creator>
		<pubDate>Fri, 03 Feb 2012 20:49:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=4844#comment-3396</guid>
		<description>Also as far as bogging down, the dodges described are all essentially variations on the same theme.  As far as fighters, for instance, I don&#039;t think that say 3 attack options and three defense options at about 15th level are too cumbersome.  I remember all the way into 3.5 that I wanted more options for my fighter.  4e gave that to me but far too much, particularly when selecting to build my character.  I found that the conditional aftereffects were usually the hardest to keep track of, like if I crit on him, more bad stuff happens later in the turn if he does X.  Ultimately I just ignored those options or trained them away.</description>
		<content:encoded><![CDATA[<p>Also as far as bogging down, the dodges described are all essentially variations on the same theme.  As far as fighters, for instance, I don&#8217;t think that say 3 attack options and three defense options at about 15th level are too cumbersome.  I remember all the way into 3.5 that I wanted more options for my fighter.  4e gave that to me but far too much, particularly when selecting to build my character.  I found that the conditional aftereffects were usually the hardest to keep track of, like if I crit on him, more bad stuff happens later in the turn if he does X.  Ultimately I just ignored those options or trained them away.</p>
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	<item>
		<title>Comment on A Treatise on Active Defenses in RPG Combat by Ryk Perry</title>
		<link>http://www.robotviking.com/2012/02/02/a-treatise-on-active-defenses-in-rpg-combat/comment-page-1/#comment-3395</link>
		<dc:creator>Ryk Perry</dc:creator>
		<pubDate>Fri, 03 Feb 2012 20:37:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=4844#comment-3395</guid>
		<description>@ R. C. Anzaldua the potential for bogging down combat is certainly a possibility, which is why I presume that this (if ever adopted) would be in the optional realm of 5e.  I do think that some limited version could be implemented in core rules, but mostly a type of opposed check without all the flashy options.  Of course it will all depend on the combat mechanics used in 5e.  The &#039;transcript&#039; of the &#039;next iteration&#039; seminar from last week suggested that they are onto the problem of defenses getting too high, so maybe my &#039;fix&#039; will be irrelevant.  Even so, i still think it would be fun.

The general premise I was working from is a single character, particularly as he goes up in levels can really toe the line with another individual, but an be threatened by low-level enemies if they can swamp him.  That just makes sense.  as all previous editions worked the mechanical presumption was near total marginalization of low level creatures at high levels.  If that&#039;s what you want, fine, that can be fun too, but the rules shouldn&#039;t be built on that presumption.

@Philo Pharynx, the fixes you suggested aren&#039;t sufficient for me.  #3 is currently irrelevant for me (though our dwarf turned out to be CE last night, so maybe not entirely). The examples I was giving above were extrapolations of stuff from mostly my teenaged games, and at least one of those guys was a real dick.  But even if its not he players being dicks, the previous editions fall flat when dealing with high level characters and low level troopers of any sort.  

For instance our last campaign spent a lot of time in Rome during a civil war between an arcane secret police and &#039;godsworn&#039; rebels.  there were relatively high level guys on each side, but most of the fighting was between legionaries from either camp.  Yet the party went through them like a hot knife through butter, several times, even when fighting companies of them.  by virtue of their levels and the game&#039;s mechanics the only real way to challenge the party was with high level lieutenants all the time.  In effect I was forced to script my story to the mechanics of the game, rather than the other way around.  changing it too my liking took a hell of a lot of effort, and drastic house-ruling on my part.  Much as I like coming up with rules, I don&#039;t really like to reinvent a game to fit my story.

Also I really don&#039;t have a problem with stunning and dazing being deadly.  They really should be if you think about it.  Mindflayers?  in 1/2e?  scary as hell.  no problem with that really.  I know other people might not agree, but again, nerfing that mechanic should be an option, not the standard IMO.</description>
		<content:encoded><![CDATA[<p>@ R. C. Anzaldua the potential for bogging down combat is certainly a possibility, which is why I presume that this (if ever adopted) would be in the optional realm of 5e.  I do think that some limited version could be implemented in core rules, but mostly a type of opposed check without all the flashy options.  Of course it will all depend on the combat mechanics used in 5e.  The &#8216;transcript&#8217; of the &#8216;next iteration&#8217; seminar from last week suggested that they are onto the problem of defenses getting too high, so maybe my &#8216;fix&#8217; will be irrelevant.  Even so, i still think it would be fun.</p>
<p>The general premise I was working from is a single character, particularly as he goes up in levels can really toe the line with another individual, but an be threatened by low-level enemies if they can swamp him.  That just makes sense.  as all previous editions worked the mechanical presumption was near total marginalization of low level creatures at high levels.  If that&#8217;s what you want, fine, that can be fun too, but the rules shouldn&#8217;t be built on that presumption.</p>
<p>@Philo Pharynx, the fixes you suggested aren&#8217;t sufficient for me.  #3 is currently irrelevant for me (though our dwarf turned out to be CE last night, so maybe not entirely). The examples I was giving above were extrapolations of stuff from mostly my teenaged games, and at least one of those guys was a real dick.  But even if its not he players being dicks, the previous editions fall flat when dealing with high level characters and low level troopers of any sort.  </p>
<p>For instance our last campaign spent a lot of time in Rome during a civil war between an arcane secret police and &#8216;godsworn&#8217; rebels.  there were relatively high level guys on each side, but most of the fighting was between legionaries from either camp.  Yet the party went through them like a hot knife through butter, several times, even when fighting companies of them.  by virtue of their levels and the game&#8217;s mechanics the only real way to challenge the party was with high level lieutenants all the time.  In effect I was forced to script my story to the mechanics of the game, rather than the other way around.  changing it too my liking took a hell of a lot of effort, and drastic house-ruling on my part.  Much as I like coming up with rules, I don&#8217;t really like to reinvent a game to fit my story.</p>
<p>Also I really don&#8217;t have a problem with stunning and dazing being deadly.  They really should be if you think about it.  Mindflayers?  in 1/2e?  scary as hell.  no problem with that really.  I know other people might not agree, but again, nerfing that mechanic should be an option, not the standard IMO.</p>
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		<title>Comment on A Treatise on Active Defenses in RPG Combat by Ed Grabianowski</title>
		<link>http://www.robotviking.com/2012/02/02/a-treatise-on-active-defenses-in-rpg-combat/comment-page-1/#comment-3394</link>
		<dc:creator>Ed Grabianowski</dc:creator>
		<pubDate>Fri, 03 Feb 2012 19:20:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=4844#comment-3394</guid>
		<description>I have the same concern as R.C. I like the concept of active defense, but in practice I worry about slow combat. 

One potential idea is that you assume active defense, based on Dex. Most basic combat actions assume that you are also actively defending yourself, so you get the Dex mod to your AC (as normal). If you take certain complex combat actions, like a roundhouse kick or some kind of crazy rogue attack, you&#039;re focusing too much on the attack. Thus you lose your Dex mod to AC for that round. This penalty would be applied in place of attacks of opportunity for actions like a bull rush or disarm or whatever other fancy combat maneuvers you want to create, which streamlines combat by eliminating all those extraneous AoO rolls.</description>
		<content:encoded><![CDATA[<p>I have the same concern as R.C. I like the concept of active defense, but in practice I worry about slow combat. </p>
<p>One potential idea is that you assume active defense, based on Dex. Most basic combat actions assume that you are also actively defending yourself, so you get the Dex mod to your AC (as normal). If you take certain complex combat actions, like a roundhouse kick or some kind of crazy rogue attack, you&#8217;re focusing too much on the attack. Thus you lose your Dex mod to AC for that round. This penalty would be applied in place of attacks of opportunity for actions like a bull rush or disarm or whatever other fancy combat maneuvers you want to create, which streamlines combat by eliminating all those extraneous AoO rolls.</p>
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		<title>Comment on A Treatise on Active Defenses in RPG Combat by R. C. Anzaldua</title>
		<link>http://www.robotviking.com/2012/02/02/a-treatise-on-active-defenses-in-rpg-combat/comment-page-1/#comment-3393</link>
		<dc:creator>R. C. Anzaldua</dc:creator>
		<pubDate>Fri, 03 Feb 2012 19:10:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=4844#comment-3393</guid>
		<description>I am very much a fan of this idea, as I&#039;m a big fan of sword-n-board melee types.  I can see all kinds of fun shield-bashy type things coming out from this.  I want my paladin to be blocking, shifting, re-positioning with his shield, holding back his sword until he gets the chance to do one smite to a hopefully prone opponent. I love this idea, in theory.  

However, I wonder if this wouldn&#039;t fix one problem to exacerbate another problem.  Combat paralysis is already caused by the numerous options in offense.  If we offer just as many defenses, are we not doubling the problem?  Wouldn&#039;t slog down combat, particularly at the higher levels when there are multiple interrupt abilities, leaving a player wondering if he should spend his turn doing his acrobatic flip at a +2 and hopefully get combat advantage, or if he should do his whirling cloak dodge at +5  and just avoid the hit, or just take the hit and then use the next action to make his attack.  Is there any way that this could be helped?</description>
		<content:encoded><![CDATA[<p>I am very much a fan of this idea, as I&#8217;m a big fan of sword-n-board melee types.  I can see all kinds of fun shield-bashy type things coming out from this.  I want my paladin to be blocking, shifting, re-positioning with his shield, holding back his sword until he gets the chance to do one smite to a hopefully prone opponent. I love this idea, in theory.  </p>
<p>However, I wonder if this wouldn&#8217;t fix one problem to exacerbate another problem.  Combat paralysis is already caused by the numerous options in offense.  If we offer just as many defenses, are we not doubling the problem?  Wouldn&#8217;t slog down combat, particularly at the higher levels when there are multiple interrupt abilities, leaving a player wondering if he should spend his turn doing his acrobatic flip at a +2 and hopefully get combat advantage, or if he should do his whirling cloak dodge at +5  and just avoid the hit, or just take the hit and then use the next action to make his attack.  Is there any way that this could be helped?</p>
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		<title>Comment on A Treatise on Active Defenses in RPG Combat by Philo Pharynx</title>
		<link>http://www.robotviking.com/2012/02/02/a-treatise-on-active-defenses-in-rpg-combat/comment-page-1/#comment-3392</link>
		<dc:creator>Philo Pharynx</dc:creator>
		<pubDate>Fri, 03 Feb 2012 16:55:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=4844#comment-3392</guid>
		<description>While this works with city guards it also works with higher level monsters too.    In this system any time you have multiple monsters you can overwhelm a player&#039;s defenses.  I&#039;ve seen many cases where a sneaky type is scouting when he gets discovered.  The rest of the party is back further and it will take them a round or more to get into combat.  That balanced encounter becomes a rogue-slaughter. (with the normal system it&#039;s still bad for the rogue, but not quite as bad because they get their full defense against every attack)  And the swashbuckler types are in deep dung if the monsters can back them into a corner.  The parry and shield types are fine with that.  

Next, stunning and dazing become deadly effects.  Not being able to make an active defense would mean a probable hit.  

This will also affect PC&#039;s.  The smart tactic in to overwhelm one creature.  Smart players will change their tactics to this and the challenge goes way down.  They&#039;d pick powers that stun and daze as often as possible.

There are a lot of consequences to this change that will ripple through the game.  

As for your original problem, there&#039;s several easy solutions to your problems.
1) No town is an island.  The feudal system goes both ways.  If you mess with the town guards, then the local lord will send men against you.  If you defeat them, his lord will come after you.  Eventually you&#039;ll get the king&#039;s men coming after you, and he&#039;s going to have some high level people to spank them.
2) Retired adventurers.  A lot of adventurers die.  But enough survive and decide that they have enough money to live comfortably.  Some of them in the cities, some of them in sleepy old towns.  When the players are standing there with the town guards stacked like cordwood, then old Ben Kenobi comes out and suggests that they give the peasant his heirloom back.  
3) Don&#039;t play with dicks.</description>
		<content:encoded><![CDATA[<p>While this works with city guards it also works with higher level monsters too.    In this system any time you have multiple monsters you can overwhelm a player&#8217;s defenses.  I&#8217;ve seen many cases where a sneaky type is scouting when he gets discovered.  The rest of the party is back further and it will take them a round or more to get into combat.  That balanced encounter becomes a rogue-slaughter. (with the normal system it&#8217;s still bad for the rogue, but not quite as bad because they get their full defense against every attack)  And the swashbuckler types are in deep dung if the monsters can back them into a corner.  The parry and shield types are fine with that.  </p>
<p>Next, stunning and dazing become deadly effects.  Not being able to make an active defense would mean a probable hit.  </p>
<p>This will also affect PC&#8217;s.  The smart tactic in to overwhelm one creature.  Smart players will change their tactics to this and the challenge goes way down.  They&#8217;d pick powers that stun and daze as often as possible.</p>
<p>There are a lot of consequences to this change that will ripple through the game.  </p>
<p>As for your original problem, there&#8217;s several easy solutions to your problems.<br />
1) No town is an island.  The feudal system goes both ways.  If you mess with the town guards, then the local lord will send men against you.  If you defeat them, his lord will come after you.  Eventually you&#8217;ll get the king&#8217;s men coming after you, and he&#8217;s going to have some high level people to spank them.<br />
2) Retired adventurers.  A lot of adventurers die.  But enough survive and decide that they have enough money to live comfortably.  Some of them in the cities, some of them in sleepy old towns.  When the players are standing there with the town guards stacked like cordwood, then old Ben Kenobi comes out and suggests that they give the peasant his heirloom back.<br />
3) Don&#8217;t play with dicks.</p>
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