| 1234567891011121314151617181920212223242526272829303132333435363738 |
- {
- "breadcrumbs": [
- "Chapter 2: Tools\r\n",
- "Building Creatures\r\n",
- "Design Abilities"
- ],
- "breadcrumbs_spa": [],
- "category": "rules",
- "exclude_from_search": false,
- "id": "rules-1032",
- "markdown": "<title level=\"1\" right=\"Rules\">[Defensive Abilities](/Rules.aspx?ID=1032)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nActive offensive abilities usually fit creatures better than defensive abilities do. Save defense increases for creatures that are strongly defense-themed. For martial creatures, something as simple as a shield and Shield Block is usually plenty. Defensive abilities often run the risk of being invisible abilities. For examples of good defensive abilities, look at spells like [_sanctuary_](/Spells.aspx?ID=266) for ideas, or other spells that create interesting protective effects instead of just granting a bonus. If you do want to make a creature defensive, pick one defensive ability rather than several, since stacking up multiple defenses can make for a frustrating fight. One solid style of defensive ability is a mode switch, which causes the creature to get stronger defenses, but limits its attacks, spells, or other offensive options.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
- "name": "Defensive Abilities",
- "next_link": {
- "label": "Reactive Abilities",
- "url": "/Rules.aspx?ID=1033"
- },
- "previous_link": {
- "label": "Active Abilities",
- "url": "/Rules.aspx?ID=1029"
- },
- "rarity": "common",
- "release_date": "2020-02-26",
- "resistance": {},
- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Design Abilities\r\n</additional-info>",
- "source": [
- "Gamemastery Guide"
- ],
- "source_raw": [
- "Gamemastery Guide pg. 69"
- ],
- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>",
- "speed": {},
- "text": " Defensive Abilities Source Gamemastery Guide pg. 69 Active offensive abilities usually fit creatures better than defensive abilities do. Save defense increases for creatures that are strongly defense-themed. For martial creatures, something as simple as a shield and Shield Block is usually plenty. Defensive abilities often run the risk of being invisible abilities. For examples of good defensive abilities, look at spells like sanctuary for ideas, or other spells that create interesting protective effects instead of just granting a bonus. If you do want to make a creature defensive, pick one defensive ability rather than several, since stacking up multiple defenses can make for a frustrating fight. One solid style of defensive ability is a mode switch, which causes the creature to get stronger defenses, but limits its attacks, spells, or other offensive options. ",
- "type": "Rules",
- "url": "/Rules.aspx?ID=1032",
- "weakness": {}
- }
|