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Switch to Forum Live View Armor as damage reduction.
1 year ago  ::  Apr 14, 2012 - 7:51AM #21
sugar_high
Date Joined: Sep 22, 2004
Posts: 18
I'm not really crazy about this idea, but to play devil's advocate for a moment it could be balanced by characters gaining increased skill with armor they're proficient in (like 3.x's scaling BAB) or simply have the magic bonuses apply to the DR rather than AC.  If they wanted to do it, it could be done, and well I think, but it seems to be the majority's opinion that it shouldn't be done.
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1 year ago  ::  Apr 14, 2012 - 7:56AM #22
Valien
Date Joined: Dec 3, 2008
Posts: 604

Apr 14, 2012 -- 7:51AM, sugar_high wrote:

I'm not really crazy about this idea, but to play devil's advocate for a moment it could be balanced by characters gaining increased skill with armor they're proficient in (like 3.x's scaling BAB) or simply have the magic bonuses apply to the DR rather than AC.  If they wanted to do it, it could be done, and well I think, but it seems to be the majority's opinion that it shouldn't be done.




Agreed on characters gaining increased skill. Magic bonuses applying to DR, on the other hand, requires that magic items are again an integral part to the leveling system, which the devs already said that is something they didn't want to do.

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1 year ago  ::  Apr 14, 2012 - 8:04AM #23
sugar_high
Date Joined: Sep 22, 2004
Posts: 18

Apr 14, 2012 -- 7:56AM, Valien wrote:

Apr 14, 2012 -- 7:51AM, sugar_high wrote:

I'm not really crazy about this idea, but to play devil's advocate for a moment it could be balanced by characters gaining increased skill with armor they're proficient in (like 3.x's scaling BAB) or simply have the magic bonuses apply to the DR rather than AC.  If they wanted to do it, it could be done, and well I think, but it seems to be the majority's opinion that it shouldn't be done.




Agreed on characters gaining increased skill. Magic bonuses applying to DR, on the other hand, requires that magic items are again an integral part to the leveling system, which the devs already said that is something they didn't want to do.


Agreed on that, simply stating it as an option for gaming.

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1 year ago  ::  Apr 14, 2012 - 9:22AM #24
Satyestru
Date Joined: Nov 8, 2008
Posts: 30
I very much like the DR idea with the rationale the OP said.
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1 year ago  ::  Apr 14, 2012 - 9:54AM #25
muppet1
Date Joined: Dec 2, 2008
Posts: 38
middle earth role playing had a good implimentation of this.   They had insane open ended criticals as well which meant the whole system wasn't good.

The good bits were that in heavy armor you got hit for small amounts a lot and it was hard to crit you, and in no armor you cld dodge around and were hard to hit but when they got you they were likely to crit. 

It used a percentile system for attacks and it might be hard to make it work in a simple way without a table for each weapon vs each armor type and using a d20.  


I think dr sounds like a very bad approximation of this.    either you go to a totally different mechanism or you keep the normal d&d way i think.


One other point is in 4e it seemed defenders and wimpy magic using types were a lot closer in defenses than in the older editions.  No idea if this was good or bad just a comment.     
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1 year ago  ::  Apr 14, 2012 - 3:11PM #26
lofgren
Date Joined: Dec 27, 2008
Posts: 4,754
I prefer the system as-is. Here's why:
  1. If armor provides DR that stacks with AC/reflex from dexterity, then there is a huge advantage to having both high dex and also wearing full plate. Everybody runs around in full plate. Regardless of reality, the convention is the lightly armored acrobat who dodges every attack and the heavily armored tank who takes a beating but can't be hurt. I don't want my thief and my knight to both be running around with 18 dex in full suits of platemale.
  2. If armor provides DR that replaces AC/reflex from dexterity and one is better than the other, then either lightly armored melee characters or heavily armored melee characters are trap choices, depending on which sorts out better.
  3. If armor provides DR that replaces AC/reflex from dexterity and both are equal, then there's no point in having separate mechanics for the two just for the sake of it.


Counter-proposal:
  • Eliminate reflex saves and only have fortitude, AC, and will defenses. Insulation provided by armor can protect you from lightening and fireballs just as well as it can help protect you from a mace to the face. AC then represents the ability of a physical attack (that cannot be physically or mentally resisted) to both hit and harm your character. That's what it is supposed to represent already, but I think that the existence of reflex as a separate stat makes that a little confusing.

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1 year ago  ::  Apr 14, 2012 - 6:41PM #27
StupidFatHobbit
Date Joined: Feb 8, 2012
Posts: 291

Apr 13, 2012 -- 3:27PM, battlemaster95 wrote:

if anything it slows you down and makes youu more likely to be hit.




Max Dex Bonus

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1 year ago  ::  Apr 14, 2012 - 9:56PM #28
Mithrus
Date Joined: Jan 29, 2005
Posts: 3,226
Another alternative to DR is decreasing the damage die (equivalent to DR in increments of 2, but less math). You could also have damage have a minimum cap of 1 per die rolled. This greatly depends on how much damage is variable versus static. Personally, I would prefer they drop the attack roll altogether, and just have every attack auto-hit, and have a separate resist/save for status effects.
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1 year ago  ::  Apr 14, 2012 - 11:51PM #29
halvgrim
Date Joined: Jan 12, 2012
Posts: 448
Edit: Removing quote. I quoted the wrong line and couldn't fix it on my ipad.

I think that damage reduction made 1ed platemail fighters weaker.
  • Before we introduced damage reduction, the fighters' AC was so good that many monsters had trouble hitting them.
  • After damage reduction, the armor did not contribute to AC anymore andbthat made the fighters became easier to hit.

From a math perspective, the gain from damage reduction depends on the percentage of succesful hit rolls. If the game is designed so that most monster hit rolls are succesful, then damage reduction will typically be more effective than AC, but if the game is designed so that most monster hit rolls fail then AC will typically be more effective than damage reduction

My only problem with damage reduction is that it doesn't add meaningful choices to the game. I would like to play a fairly simple game where the fighter often has to make a meaningful choice, and damage reduction doesn't bring me closer to that game.. 
DISCLAIMER: I never played 4ed, so I may misunderstand some of the rules.
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1 year ago  ::  Apr 14, 2012 - 11:54PM #30
rampant
Date Joined: Oct 26, 2004
Posts: 7,984
What?

I mean how is it any less a meaningfull choice than deciding on how much armor to wear in a traditional dnd core armor system? 
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