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** ''VideoGame/FinalFantasyX''':

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** ''VideoGame/FinalFantasyX''':''VideoGame/FinalFantasyX'''
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* ''TabletopGame/YuGiOhCardGame'': A major game mechanic, in which any monster (except Link Monsters[[note]]Defence Position is tracked by rotating a monster 90 degrees, which would change where the Link Arrows are pointing[[/note]]) can be told to defend (as it is Special Summoned, or once per turn if it's already been in play for a turn). Defense Position monsters cannot attack, and will (usually) absorb the entirety of an attack that destroys them (when not defending, any damage left over after destroying the monster will hit its controller). Each monster also has separate stats for its combat ability when inside and outside Defense Position, so telling a monster to defend could make it much better or worse at combat.

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* ''TabletopGame/YuGiOhCardGame'': ''TabletopGame/YuGiOh'': A major game mechanic, in which any monster (except Link Monsters[[note]]Defence Monsters[[note]]Defense Position is tracked by rotating a monster 90 degrees, which would change where the Link Arrows are pointing[[/note]]) can be told to defend (as it is Special Summoned, or once per turn if it's already been in play for a turn). Defense Position monsters cannot attack, and will (usually) absorb the entirety of an attack that destroys them (when not defending, any damage left over after destroying the monster will hit its controller). Each monster also has separate stats for its combat ability when inside and outside Defense Position, so telling a monster to defend could make it much better or worse at combat.

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Yu Gi Oh Card Game implements this (despite being a card game rather than an RPG)


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* ''TabletopGame/YuGiOhCardGame'': A major game mechanic, in which any monster (except Link Monsters[[note]]Defence Position is tracked by rotating a monster 90 degrees, which would change where the Link Arrows are pointing[[/note]]) can be told to defend (as it is Special Summoned, or once per turn if it's already been in play for a turn). Defense Position monsters cannot attack, and will (usually) absorb the entirety of an attack that destroys them (when not defending, any damage left over after destroying the monster will hit its controller). Each monster also has separate stats for its combat ability when inside and outside Defense Position, so telling a monster to defend could make it much better or worse at combat.
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Occasionally, however, a boss (or, especially in {{Nintendo Hard}} games, just a particularly nasty enemy) will have a charged-up super move which is best survived by defending on the turn it fires, leaving players used to ignoring the command clueless as to how to survive. It's also a nifty way for {{Squishy Wizards}} to conserve magic and/or while being less at risk of being one-shot by enemies. More recent games, recognizing what a UselessUsefulSpell defend traditionally was, have attempted to bring back its usefulness by allowing the defend command to have other tactical advantages beyond reducing any amount of incoming damage.

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Occasionally, however, a boss (or, especially in {{Nintendo Hard}} games, just a particularly nasty enemy) will have a charged-up super move which is best survived by defending on the turn it fires, leaving players used to ignoring the command clueless as to how to survive. It's also a nifty way for the team's {{Squishy Wizards}} Wizard}} to conserve magic and/or while being less at risk of being one-shot by enemies. More recent games, recognizing what a UselessUsefulSpell defend traditionally was, have attempted to bring back its usefulness by allowing the defend command to have other tactical advantages beyond reducing any amount of incoming damage.
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Occasionally, however, a boss will have a charged-up super move which is best survived by defending on the turn it fires, leaving players used to ignoring the command clueless as to how to survive. More recent games, recognizing what a UselessUsefulSpell defend traditionally was, have attempted to bring back its usefulness by allowing the defend command to have other tactical advantages beyond reducing any amount of incoming damage.

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Occasionally, however, a boss (or, especially in {{Nintendo Hard}} games, just a particularly nasty enemy) will have a charged-up super move which is best survived by defending on the turn it fires, leaving players used to ignoring the command clueless as to how to survive.survive. It's also a nifty way for {{Squishy Wizards}} to conserve magic and/or while being less at risk of being one-shot by enemies. More recent games, recognizing what a UselessUsefulSpell defend traditionally was, have attempted to bring back its usefulness by allowing the defend command to have other tactical advantages beyond reducing any amount of incoming damage.
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* ''TabletopGame/FabulaUltima'' has the Guard action, which gives a character resistance to all damage until their next turn. It can be also used to cover another character so that the second character can’t be targeted by melee attacks.
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* ''WesternAnimation/StevenUniverse'':
** In ''VideoGame/SaveTheLight'', Connie's Protect has her guard an ally and automatically counter enemies for them for a short time. During this, she can still use her other moves without interrupting her protective stance.
** In ''VideoGame/UnleashTheLight'', Garnet's Counterattack puts her in a defensive stance where she can inflict damage on enemies while blocking. However, you still have to time your blocks to counter them.
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** Both ''VideoGame/XCOMEnemyUnknown'' and ''VideoGame/XCOM2'' have "Hunker Down", an ability that all combatants able to use cover have by default. In the first game it doubles the cover's defense value (so hunkering behind full cover decreases the enemy's hit chance by a ''massive'' 80%) and gives immunity to {{critical hit}}s, but denies line of sight and is negated if the user gets flanked. In the latter, it increases defense by 30 and gives 50 dodge[[note]]a dodged shot only grazes for reduced damge[[/note]], along with the same crit immunity, ''and'' puts out the fire if the user was [[ManOnFire burning]]. [[EscortMission VIPs you're escorting]] can hunker down in ''2'', but in the first they can only use "Head Down" to add 10 to their defense, though they can use it while out of cover.

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** Both ''VideoGame/XCOMEnemyUnknown'' and ''VideoGame/XCOM2'' have "Hunker Down", an ability that all combatants able to use cover have by default. In the first game it doubles the cover's defense value (so hunkering behind full cover decreases the enemy's hit chance by a ''massive'' 80%) and gives immunity to {{critical hit}}s, but denies line of sight and is negated if the user gets flanked. In the latter, it increases defense by 30 and gives 50 dodge[[note]]a dodged shot only grazes for and deals reduced damge[[/note]], damage[[/note]], along with the same crit immunity, ''and'' puts out the fire if the user was [[ManOnFire burning]]. [[EscortMission VIPs you're escorting]] can hunker down in ''2'', but in the first they can only use "Head Down" to add 10 to their defense, though they can use it while out of cover.cover as well.
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* ''TabletopGame/TheOneRing'': Heroes can choose to "roll with a hit" as a [[OutOfTurnInteraction reaction]], halving the damage they suffer but costing them their action on their next turn.
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* ''VideoGame/{{Absinthia}}'': Played with. All of the main party members have a skill that heals their MP a bit, reduces damage taken for that turn, and buffs them in some way. However, they can be prevented from using that skill if an ailment prevents them from using any skill in general, essentially sealing their ability to defend. Additionally, the guest character Ruthea has no equivalent to the defend command, and instead has a skill that heals more MP than the defensive skills.
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* ''VideoGame/ElohimEternalTheBabelCode'': The guard command recovers both NP and DP, in addition to reducing damage taken.
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* ''VideoGame/TheEndTimesVermintide'' and ''VideoGame/VermintideII'': Any melee weapon can be used to block incoming attacks, to shove enemies by attacking while blocking, or to stagger them by timing the block command mid-attack. The effective range and [[SprintMeter Stamina cost]] varies by weapon; [[LuckilyMyShieldWillProtectMe offhand shields]] grant the best defense and can negate attacks that other weapons can't, such as [[GatlingGood ratling guns]] and warpfire throwers.

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* ''VideoGame/TheEndTimesVermintide'' and ''VideoGame/VermintideII'': Any melee weapon can be used to block incoming attacks, to shove enemies by attacking while blocking, or to stagger them by timing the block command mid-attack. The effective range and [[SprintMeter Stamina cost]] varies vary by weapon; [[LuckilyMyShieldWillProtectMe offhand shields]] grant the best defense and can negate attacks that other weapons can't, such as [[GatlingGood ratling guns]] and warpfire throwers.
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* ''TabletopGame/WarhammerFantasyRoleplay'': Characters can use their entire turn to take a defensive stance, giving attackers a major penalty on their roll to hit them.


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* ''VideoGame/TheEndTimesVermintide'' and ''VideoGame/VermintideII'': Any melee weapon can be used to block incoming attacks, to shove enemies by attacking while blocking, or to stagger them by timing the block command mid-attack. The effective range and [[SprintMeter Stamina cost]] varies by weapon; [[LuckilyMyShieldWillProtectMe offhand shields]] grant the best defense and can negate attacks that other weapons can't, such as [[GatlingGood ratling guns]] and warpfire throwers.
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* Three classes from ''Videogame/DarkestDungeon'' have variations on this skill. [[StoneWall The Man-at-Arms]] can take the hit for another party member while buffing his protection, and has a separate skill where he counterattacks anyone that hits him. Paired together he can cover the weaker party members while damaging the enemies that try to ShootTheMedicFirst. [[FragileSpeedster The Houndmaster]] does the same but lacks the counter and buffs his dodge chance instead. [[SupportPartyMember The Antiquarian]] forces someone else to guard her but gives them a buff to protection ''and'' dodging.

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* Three classes from Guard in ''Videogame/DarkestDungeon'' is an effect where the guarding unit takes the hit for the guarded (save for a few exceptions[[labelnote:list]]an AreaOfEffect strike hits both units, the guarded targets an enemy with [[CounterAttack Riposte]] and gets hit by the counter strike, or an enemy uses Guard-bypassing attacks like the Shieldbreaker's Pierce or the Jester's Dirk Stab[[/labelnote]]), and three classes have variations on this skill. it. [[StoneWall The Man-at-Arms]] can take the hit for another party member has Defender to Guard one ally while buffing his protection, and has a separate skill where he counterattacks anyone that hits him. Paired together he can cover the weaker party members while damaging the enemies that try to ShootTheMedicFirst. protection. [[FragileSpeedster The Houndmaster]] does the same with Guard Dog, but lacks the counter and buffs buffing his dodge chance instead. [[SupportPartyMember The Antiquarian]] forces someone else to guard her her, but gives them a buff to protection ''and'' dodging.dodging. Enemies with shields like the Bone Defender and the Pelagic Guardian also have guard skills.
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* In ''VideoGame/DungeonsOfAether'', every character's second ability immediately grants +2 Defence.
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One variation may cause a defending character to become the sole target of enemy hostility, either by shielding the rest of the party (kinda hard to reach them when they're behind a big-ass shield) or to draw enemy attention as the character enters a defensive stance, which comes in handy if used by a character who can CounterAttack.

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One variation may cause a defending character to become the sole target of enemy hostility, either by [[TakingTheBullet shielding the rest of the party party]] (kinda hard to reach them when they're behind a big-ass shield) or to [[DrawAggro draw enemy attention as the character enters a defensive stance, stance]], which comes in handy if used by a character who can CounterAttack.
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edited mario & luigi section

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** In Paper Jam and the remakes a new action called "Emergency Guard" is introduced to be used when the player is struggling with an enemy attack. Holding the guard button will make all characters perform a block that reduces the damage taken.
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Bonus Boss was renamed by TRS


** In ''VideoGame/FinalFantasyVIII'', the Defend command can be equipped to characters junctioning an appropriate [=GF=], and when used completely negates physical damage and halves magical damage. It's quite useful when combined with Cover (user takes physical attacks directed at other characters) and Counter (retaliate against physical attacks). It's also useful when fighting [[BonusBoss Omega Weapon]] as a way to survive [[ThatOneAttack Terra Break]].[[labelnote:Explanation]]Terra Break deals physical damage, and while it does bypass your characters' Vitality stat, it does ''not'' bypass the physical immunity from Defend. And Omega attacks in a fixed pattern, so you'll always know exactly when you need to use Defend.[[/labelnote]]

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** In ''VideoGame/FinalFantasyVIII'', the Defend command can be equipped to characters junctioning an appropriate [=GF=], and when used completely negates physical damage and halves magical damage. It's quite useful when combined with Cover (user takes physical attacks directed at other characters) and Counter (retaliate against physical attacks). It's also useful when fighting [[BonusBoss [[{{Superboss}} Omega Weapon]] as a way to survive [[ThatOneAttack Terra Break]].[[labelnote:Explanation]]Terra Break deals physical damage, and while it does bypass your characters' Vitality stat, it does ''not'' bypass the physical immunity from Defend. And Omega attacks in a fixed pattern, so you'll always know exactly when you need to use Defend.[[/labelnote]]



* ''VideoGame/SkiesOfArcadia'' has a variation: Aika's Delta Shield negates all magic, and Enrique's Justice Shield halves physical damage to the party. Put 'em together and you've got a solid defense while leaving two characters free to attack or charge up the SP bar. This combo is practically required for some of the BonusBoss fights.

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* ''VideoGame/SkiesOfArcadia'' has a variation: Aika's Delta Shield negates all magic, and Enrique's Justice Shield halves physical damage to the party. Put 'em together and you've got a solid defense while leaving two characters free to attack or charge up the SP bar. This combo is practically required for some of the BonusBoss {{Superboss}} fights.
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* ''VideoGame/OdinSphere'': In the original release, only Gwendolyn and Cornelius sport a defend option that reduces damage taken (Gwen using her buckler shield, and Cornelius using his sword). The UpdatedRerelease gave Mercedes, Oswald and Velvet defend options as well, upgrading everyone to BlockingStopsAllDamage, albeit with a guard meter that can leave the player stunned if it breaks.

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Corrections


** In ''VideoGame/FinalFantasyVIII'', the Defend command can be equipped to characters junctioning an appropriate [=GF=], and when used completely negates physical damage to the user. As it has no effect whatsoever on magical damage, it usually gets overlooked, but it's useful when fighting [[BonusBoss Omega Weapon]] as a way to survive [[ThatOneAttack Terra Break]].[[labelnote:Explanation]]Terra Break deals physical damage, and while it does bypass your characters' Vitality stat, it does ''not'' bypass the physical immunity from Defend. And Omega attacks in a fixed pattern, so you'll always know exactly when you need to use Defend.[[/labelnote]]

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** In ''VideoGame/FinalFantasyVIII'', the Defend command can be equipped to characters junctioning an appropriate [=GF=], and when used completely negates physical damage to the user. As it has no effect whatsoever on and halves magical damage, it usually gets overlooked, but it's damage. It's quite useful when combined with Cover (user takes physical attacks directed at other characters) and Counter (retaliate against physical attacks). It's also useful when fighting [[BonusBoss Omega Weapon]] as a way to survive [[ThatOneAttack Terra Break]].[[labelnote:Explanation]]Terra Break deals physical damage, and while it does bypass your characters' Vitality stat, it does ''not'' bypass the physical immunity from Defend. And Omega attacks in a fixed pattern, so you'll always know exactly when you need to use Defend.[[/labelnote]]



*** Aeons have the ability to greatly reduce the damage done by the next attack, though this prevents their [[LimitBreak Overdrive gauge]] from filling up. It also seems to make them lose a turn.
*** Auron features this ability, including an improved version that cuts incoming damage by 75% rather than 50%.
*** Tidus has a related ability, "Provoke", which causes a single enemy to attack only him.

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*** Aeons have the Shield ability to greatly reduce the damage done by the until their next attack, turn by 75%, though this prevents their [[LimitBreak Overdrive gauge]] from filling up. It also seems to make them lose a turn.
*** Auron features
Notably, unlike the Defend of your normal party members, this ability, including an improved version that cuts incoming damage by 75% rather than 50%.
applies to ''all'' damage, not just physical damage.
*** Tidus has a related ability, "Provoke", which The Sentinel ability (found in Auron's part of the Sphere Grid) combines this trope with TakingTheBullet. It causes a single enemy the user to attack only him.take physical attacks in place of other characters for half damage.
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** Starting with the [[VideoGame/EpicBattleFantasy4 fourth]] game, defending instead works by applying the status effect of the same name, which halves damage taken, but makes you unable to counterattack.
** The [[VideoGame/EpicBattleFantasy5 fifth]] game introduces the ability for equipment to grant additional effects upon Defending, whether that be positive status effects, or stat buffs (including ''offensive buffs'').

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** Starting with the [[VideoGame/EpicBattleFantasy4 fourth]] game, ''VideoGame/EpicBattleFantasy4'', defending instead works by applying the status effect of the same name, which halves damage taken, but makes you unable to counterattack.
** The [[VideoGame/EpicBattleFantasy5 fifth]] game ''VideoGame/EpicBattleFantasy5'' introduces the ability for equipment to grant additional effects upon Defending, whether that be positive status effects, or stat buffs (including ''offensive buffs'').

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The addition of a guard command didn't make the game all that much easier.


* ''Franchise/FireEmblem'' has a variant in that some units who end their turn without doing anything can get a boost to defensive stats. For example, in ''VideoGame/FireEmblemThreeHouses'', Dedue's personal skill boosts his Defense if he ends a turn without taking an action, and Alert Stance, an ability gained by improving a unit's Flying skill, increases a unit's avoidance if you end a turn without taking an action.



* In ''VideoGame/Persona4'', the Defense command not only reduces the amount of damage you take, but also nullifies {{Critical Hit}}s and [[ElementalRockPaperScissors elemental weaknesses]] while preventing the character from receiving [[StatusEffects status conditions]] during the turn. This makes it surprisingly useful to the point that not using it is sometimes outright suicidal. In fact, it's so useful that the game's first major boss fight is basically just a glorified tutorial on guarding.
** ''VideoGame/Persona3 Portable'' adopted the same mechanic, which has contributed to some people complaining that they reduced the difficulty. However, the new [[HarderThanHard Maniac]] difficulty more than makes up for it.

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* In ''VideoGame/Persona4'', the Defense command not only reduces the amount of damage you take, but also nullifies {{Critical Hit}}s and [[ElementalRockPaperScissors elemental weaknesses]] while preventing the character from receiving [[StatusEffects status conditions]] during the turn. This makes it surprisingly useful to the point that not using it is sometimes outright suicidal. In fact, it's so useful that the game's first major boss fight is basically just a glorified tutorial on guarding.
guarding, since the player must guard when the boss uses Power Charge(more than doubles the next attack's damage) or guards itself(which telegraphs a move that hits the player's weakness).
** ''VideoGame/Persona3 Portable'' adopted the same mechanic, which has contributed to some people complaining that they reduced mechanic. In the difficulty. However, the new [[HarderThanHard Maniac]] difficulty original, there was no guard command, making it more than makes up difficult to prepare for it.enemies' charged attacks.

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Expanded the EBF example, using info from the wiki.


* It's often actually useful in the ''VideoGame/EpicBattleFantasy'' series, especially in the higher difficulties, where you can't always end your turns at full health and enemies can do most of your health bar in damage. Also, one of the characters can sometimes absorb MP from defended damage taken and in the later games you almost always possess the ability to counterattack and/or spells that are randomly cast for you at the start of the turn.
** The fifth game has quite a few equips that grants defensive ''or even offensive'' stat buffs when defending, as well as some other effects. Defending sadly blocks the ability to counterattack for the given turn, though.

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* It's often actually useful The "Defend" tactic in the ''VideoGame/EpicBattleFantasy'' series, especially in the higher difficulties, where you can't always end your turns at full health and enemies can do most of your health bar in damage. Also, one of the characters can sometimes absorb MP from defended series halves damage taken for one turn. Given the hefty damage enemies can deal (especially on higher difficulties), its quite useful.
** In the first three games, defending would grant a unique bonus to each character - Matt would take less damage from physical attacks (1/8 before the [[CompilationRerelease EBF Collection]] update, 1/4 after), Natalie would recover MP from magical attacks,
and in Lance would have his Evade increased by 30%.
** Starting with
the later games [[VideoGame/EpicBattleFantasy4 fourth]] game, defending instead works by applying the status effect of the same name, which halves damage taken, but makes you almost always possess unable to counterattack.
** The [[VideoGame/EpicBattleFantasy5 fifth]] game introduces
the ability for equipment to counterattack and/or spells grant additional effects upon Defending, whether that are randomly cast for you at the start of the turn.
** The fifth game has quite a few equips that grants defensive ''or even offensive''
be positive status effects, or stat buffs when defending, as well as some other effects. Defending sadly blocks the ability to counterattack for the given turn, though.(including ''offensive buffs'').

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Folderized the page, added a new entry, and fixed an error.



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* ''Videogame/SuperMarioRPG'' has both the vanilla Defend command and a variant based on the "Timed Hits" system. The "Timed Hits" version allows Mario and his partymates to reduce damage by pressing B at a specific point during an enemy's attack animation [[TrialAndErrorGameplay (which sometimes takes some guesswork)]]; particularly well timed hits will actually reduce the damage to 0 and can even prevent instant death attacks. True to the trope, the "regular" Defend command is almost completely useless, even moreso than most other [=RPGs=] because a) It's more efficient to just attempt the Timed Hits version -- which does not require spending a turn on the player's part -- and b) It doesn't protect against magic attacks.

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* ''Videogame/SuperMarioRPG'' ''VideoGame/StickWar'': The game allows you to garrison all of your units, miners included, in your base, while invulnerable castle archers fend off the enemy. However, doing so will leave your monument open to attack.
* ''VideoGame/SuperMarioRPG''
has both the vanilla Defend command and a variant based on the "Timed Hits" system. The "Timed Hits" version allows Mario and his partymates to reduce damage by pressing B at a specific point during an enemy's attack animation [[TrialAndErrorGameplay (which sometimes takes some guesswork)]]; particularly well timed hits will actually reduce the damage to 0 and can even prevent instant death attacks. True to the trope, the "regular" Defend command is almost completely useless, even moreso than most other [=RPGs=] because a) It's more efficient to just attempt the Timed Hits version -- which does not require spending a turn on the player's part -- and b) It doesn't protect against magic attacks.


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* In ''VideoGame/Persona4'', the Defense command not only reduces the amount of damage you take, but also nullifies {{Critical Hit}}s and [[ElementalRockPaperScissors elemental weaknesses]] while preventing the character from receiving [[StandardStatusEffects status conditions]] during the turn. This makes it surprisingly useful to the point that not using it is sometimes outright suicidal. In fact, it's so useful that the game's first major boss fight is basically just a glorified tutorial on guarding.

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* In ''VideoGame/Persona4'', the Defense command not only reduces the amount of damage you take, but also nullifies {{Critical Hit}}s and [[ElementalRockPaperScissors elemental weaknesses]] while preventing the character from receiving [[StandardStatusEffects [[StatusEffects status conditions]] during the turn. This makes it surprisingly useful to the point that not using it is sometimes outright suicidal. In fact, it's so useful that the game's first major boss fight is basically just a glorified tutorial on guarding.
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* Having a party member defend in ''VideoGame/{{Deltarune}}'' reduces the damage that they take from attacks while also increasing the Tension Point gauge, enabling other characters to use their spells.

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** The Dwarven Defender PrestigeClass in 3E has a "defensive stance" that gives it a big boost to AC and temporary Constitution bonus (meaning extra HitPoints) at the cost of remaining stationary. It was adapted to ''TableTopGame/{{Pathfinder}}'' as the Stalwart Defender.

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** The Dwarven Defender PrestigeClass in 3E has a "defensive stance" that gives it a big boost to AC and temporary Constitution bonus (meaning extra HitPoints) at the cost of remaining stationary. It was adapted to ''TableTopGame/{{Pathfinder}}'' as the Stalwart Defender.



* The "Default" command in ''VideoGame/BravelyDefault'' halves all damage and also stores up actions to use for a burst of "Brave" attacks.

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* The "Default" command in ''VideoGame/BravelyDefault'' halves all damage and also stores up actions to use for a burst of "Brave" attacks. Effective use of Default is a key skill for players seeking to master the battle system.


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* Defending in ''VideoGame/ChronoCross'' not only reduces damage, but also recharges the stamina that is depleted whenever you attack or cast spells. As such, you'll be making ''heavy'' use of the command throughout the game.


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** In ''VideoGame/FinalFantasyVIII'', the Defend command can be equipped to characters junctioning an appropriate [=GF=], and when used completely negates physical damage to the user. As it has no effect whatsoever on magical damage, it usually gets overlooked, but it's useful when fighting [[BonusBoss Omega Weapon]] as a way to survive [[ThatOneAttack Terra Break]].[[labelnote:Explanation]]Terra Break deals physical damage, and while it does bypass your characters' Vitality stat, it does ''not'' bypass the physical immunity from Defend. And Omega attacks in a fixed pattern, so you'll always know exactly when you need to use Defend.[[/labelnote]]
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Fixing a research failure. In D&D 5e, Rogues can't dodge as a bonus action. Their cunning action feature allows them to Hide, Dash, or Disengage as a bonus action, and not Dodge.


** 5e adds the "Dodge" combat action, which gives attackers disadvantage (roll two, take the worst) on attack rolls against you, provided you can see them, and gives you advantage (roll two, take the best) on dexterity saving throws. The action system has been simplified in this edition, but dodging takes up the same action you would normally use on most things worth attacking with. Rogues get an ability to use Dodge as a Bonus Action instead of a normal Action, so they can attack and Dodge at the same time. This is especially useful for Rogues using a melee build, like the Swashbuckler.

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** 5e adds the "Dodge" combat action, which gives attackers disadvantage (roll two, take the worst) on attack rolls against you, provided you can see them, and gives you advantage (roll two, take the best) on dexterity saving throws. The action system has been simplified in this edition, but dodging takes up the same action you would normally use on most things worth attacking with. Rogues get an ability to use Dodge as a Bonus Action instead of a normal Action, so they can attack and Dodge at the same time. This is especially useful for Rogues using a melee build, like the Swashbuckler.
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* ''VideoGame/LegendOfLegaia'' offers the Spirit command that, in addition to reducing damage taken (''especially'' against Zeto and Xain), also recharges 32 AP and increases the number of attacks you can make. Noa has a long command gauge by default and can use Miracle Arts after using spirit by the time her level is in the mid 20's.
** The sequel also has a Guard command. It does not allow more attacks, but there is an [[GameBreaker accessory]] that lets you double (and later triple) your strength after you Guard. The increased damage is sufficient for a moderately leveled party to one-shot the final boss.

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* ''VideoGame/LegendOfLegaia'' offers the Spirit command that, in addition to reducing damage taken (''especially'' against Zeto and Xain), for that turn, also recharges 32 AP and increases the number of attacks you can make. Noa has a long command gauge by default and can use Miracle Arts after using spirit by make for the time her level is in the mid 20's.
** The sequel
next turn.
* ''VideoGame/LegaiaIIDuelSaga''
also has a Guard command. It does not allow more attacks, but there is an [[GameBreaker accessory]] that lets you double (and later triple) your strength after you Guard. The increased damage is sufficient for a moderately leveled party to one-shot the final boss.

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