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Switch to Forum Live View Armor as damage reduction.
1 year ago  ::  Apr 15, 2012 - 12:18AM #31
halvgrim
Date Joined: Jan 12, 2012
Posts: 448

Apr 14, 2012 -- 11:54PM, rampant wrote:

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? 


 
Oops, I meant to say that I want to make meaningful tactical choices during combat, but I also want a fast paced game. Therefore I don't want to rules that slows down combat without providing meaningful tactical choices during combat. Therefore I will probably prefer to play without damage reduction.

BTW: I believe that the choice of armor will (almost) always be trap choice. In most situations one armor will be so much better than the others.

DISCLAIMER: I never played 4ed, so I may misunderstand some of the rules.
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1 year ago  ::  Apr 15, 2012 - 12:29AM #32
Steely_Dan
Date Joined: Mar 26, 2007
Posts: 8,628

Apr 15, 2012 -- 12:18AM, halvgrim wrote:


BTW: I believe that the choice of armor will (almost) always be trap choice. In most situations one armor will be so much better than the others.




Ugh, I hope not, please not another Chain Shirt scenario.

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1 year ago  ::  Apr 15, 2012 - 3:57PM #33
pauln6
  • Stampeding Hybrid
Date Joined: Jan 21, 2004
Posts: 2,297
I think I'd prefer a return to more traditional armour ratings and capping the maximim Dex bonus that someone in heavy armour receives on AC at +1 is a good idea (and maybe +2 for a chain shirt or elven chain, and +3 for an elven chain shirt).  It keep some incentive to have a reasonable dex but gives an advantage to dextrous, lighter armoured characters.  I don't think some level of damage resistance for heavier armours is a bad idea but it needs to be minor if they want low level monsters to remain a threat for longer (maybe 1 point for medium armour and 2 points for heavy armour negated for the rest of the encounter if a monster scores a crit).  Spending an action to use a shield for damage reduction (1 buckler/small, 2 medium, 3 tower shield) could also be viable if it scaled with level (so if a level 1 character in heavy armour with a medium shield spends their round just defending, they'd have DR 4 and a higher level fighter could forego his extra attacks to defend with his shield for a better DR score).

1e (Unearthed Arcana) kept a rough cap on AC by limiting armour availability.  So +4 armour had to be made from mithral, and +5 armour had to made from adamantine meaning that light armour was capped at +3 (and technically elevn chain should be capped at +4 - although I do recall a 1% chance of finding +5 elven chain back in the day...).  3e took a step on the cookie cutter item trail with every armour having the same range but 4e reflects the old system with its faster scaling masterwork heavy armours.  Something akin to the old system could help maintain the advantages of heavier armours. 

If a chain shirt is treated as medium armour AC7 with a +2 dex cap would that bring it slightly back in line?  Its advantage would be that it could be enchanted to +5 or an elven chain shirt allowing +3 dex but enchantable only to +4.

If Bracers of Defence as AC were to come back, they should cap their power - maybe AC8 for low, AC6 for mid and AC4 for high levels so that armour retains some attraction.

But then until we know their dex bonuses to AC are going to be calculated the argument is rather speculative.
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1 year ago  ::  Apr 16, 2012 - 8:49AM #34
Gwathir
Date Joined: Feb 9, 2012
Posts: 530
AC is one of those core aspects of D&D that works and works well.

I would like to see armour as DR as a module (optional rule).

Previous editions of D&D were too invested into the AC rule to allow such a change, sure they tried but it never worked well. Pathfinder took a crack at it in their Martial module but its just horrible.

Honestly the only ones that ever did it well were Mongoose in the 3.5 version of Conan (2nd edition).

The key thing, is while building AC to keep in mind the armour as DR optional rule so that DMs can switch between rules without making fundamental changes to the game.
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1 year ago  ::  Apr 16, 2012 - 9:45AM #35
Grand_Theft_Otto
Date Joined: Jun 1, 2005
Posts: 1,029

Apr 13, 2012 -- 8:20PM, emwasick wrote:

Apr 13, 2012 -- 7:20PM, rampant wrote:

What if we counte by having armor make you easier to hit?

Low or non armored characters take fewer hits but those that do hurt more, while an armored character takes a lot of hits, and each one hurts less. 



That kind of system can be really swingy, sort of like a rogue "evasion tanking" in WoW, if that's familiar. Beyond the mechanics, I dislike armor as DR because it changes the open, abstract nature of hit points.




This. Plus you get into avoidance vs absorbtion issues, where avodiance is almost always better, due to mitigating more rider effects. If you absorb 5 points of damage on a 6 point prone attack, you're still prone...

AC works fine. It helps protect your "not dead yet" points through making it harder to get dead.

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1 year ago  ::  Apr 16, 2012 - 10:52AM #36
AnthonyJ
Date Joined: Aug 27, 2007
Posts: 1,530

Apr 15, 2012 -- 12:18AM, halvgrim wrote:

Oops, I meant to say that I want to make meaningful tactical choices during combat, but I also want a fast paced game. Therefore I don't want to rules that slows down combat without providing meaningful tactical choices during combat. Therefore I will probably prefer to play without damage reduction.



Typically you renormalize damage in any game where armor provides damage reduction, so it doesn't really slow down combat by that much. It just means that base damage tends to be much higher, and there usually isn't as much variation in damage levels.

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1 year ago  ::  Apr 16, 2012 - 11:03AM #37
emwasick
Date Joined: Oct 7, 2007
Posts: 4,043

Apr 16, 2012 -- 10:52AM, AnthonyJ wrote:

Apr 15, 2012 -- 12:18AM, halvgrim wrote:

Oops, I meant to say that I want to make meaningful tactical choices during combat, but I also want a fast paced game. Therefore I don't want to rules that slows down combat without providing meaningful tactical choices during combat. Therefore I will probably prefer to play without damage reduction.



Typically you renormalize damage in any game where armor provides damage reduction, so it doesn't really slow down combat by that much. It just means that base damage tends to be much higher, and there usually isn't as much variation in damage levels.



I think he just means that adding one more step (subtract DR from damage done) slows things down. And usually the math major with the 160 IQ messes up the subtraction because... I don't know why, but he does.

Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

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1 year ago  ::  Apr 16, 2012 - 11:05AM #38
dmgorgon
Date Joined: Jan 10, 2012
Posts: 2,852
I think every armor type should have a damage reduction vs weapon type modifier.   I also think that, some armors should have deflection properties as well. 

I wouldn't mind an AC system that is divided into three parts;  avoidance, absorbtion, and deflection.  

In addition, I'm all for changes that help to approximate a medieval arms race.   


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9 months ago  ::  Sep 27, 2012 - 8:03AM #39
Death_Blinder
Date Joined: Jun 18, 2012
Posts: 3
Someone posted on another thread what I though was a unique suggestion: Light Armor would provide only an AC bonus and Heavy Armor would provide DR equal to it's AC bonus minus 10, while only providing an AC of 10. Medium Armor would fall somewhere in the middle.

While I don't think this is necessarily a perfect solution, it could be a great starting point. I really like the idea of providing 'specialization dice' for different types of armor. At the very least you could build DR into the fighter build through a combat style? And on that note, I like the idea of providing 'specialization dice' for every class. If that were the case, the DR machanic could be run that way.
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9 months ago  ::  Sep 27, 2012 - 8:26AM #40
Sesdun
Date Joined: Sep 7, 2012
Posts: 357
I have been tinkering on a homebrewed equipment list..
In that I put damage reduction on heavy armors that would be ignored by weapons with the Armor piercing property.
Ill post it in here when I am done with it.
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