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Dungeons & Dra.. D&D Next General D.. Dexterity Restrictions on Armor Just Shouldn't BE
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5 months ago  ::  Jan 03, 2013 - 4:45PM #21
Rastapopoulos
Date Joined: Jan 2, 2013
Posts: 591


Real armor did slow you down, especially plate and other heavy armor, but not nearly as much as people tend to think. You did not become like Robocop by wearing one.
A well-made suit of plate armor would sometimes weight no more than 20kg (~40lb), but it was a little clumsy because of the joint connections and such, not only the weight of it alone.

Even a mail hauberk (aka Chain Shirt in D&D) would slow you down slightly.
Maybe not much in overland movement, but try and swim or climb with one and you would certainly feel the armor taking its toll.

The Max Dex rule is a good way to balance things and take that into account, but I do have some remarks...

Two things I would like to see changed in the actual armor rules:

1- Bring back armor check penalty.
It could be Disadvantage instead if you like that better (though in the case of armor I think a -X penalty would be more suitable), but that needs to be extended to all Dex and Str based skills, not just stealth.
Imagine having to tumble, climb, swim or even pick someone's pocket while using a full suit of Plate Armor and you can see what I mean.

2- Make heavier armors better.
Maybe only slightly, but something. Max Dex is good to balance things out, but in the end wearing a good piece of protection should always be desirable for a combatant.
No medieval warrior in his right mind would pass on a suit of Plate or Mail and say "Nah... I think I'll just go bare-chested instead."
The only real reason for someone to not want to wear, say, at least a piece of mail, would probably be something not related to combat.
Example: I'm a thief, so despite the fact that a suit of mail can keep me from harm, I would rather not risk doing my roguey business in such noisy garment.
Or perhaps if I'm a mage, armor will get in the way of casting spells.

So give heavy armors a slight adjustment.
Perhaps AC 20 for plate instead of 18. So that even a high-dex character in light armor can't beat that level of protection.

But won't Plate-wearers become really hard to hit for a 1st level character with low To Hit?
Yeah, but that's how much a real Plate Armor mattered in the battlefield. You just couldn't pierce it with a regular blade. So much that melee combat in the late medieval age changed drastically due to plate use. Techniques of tackling, grappling and immobilizing knights were being used, to then slip a blade between his armor pieces.

Try and force a high-AC opponent into a situation where you have Advantage, then it gets easier to beat his AC by having 2 dice to roll.
Combat gets more tactical and interesting that way.

Also, unless your DM states that your character is highborn, and starts out as a rich noble... I doubt anyone will be using a suit of Plate right away. 'Cause they're very expensive and in general players begin their adventuring with not nearly enough money for purchasing one.


Ok, Ok, I know not everyone cares for that level of historical flavour in their RPGs.
But even so, in terms of pure game balance, I think heavy armors should be slightly better in their level of protection, and not something that "I'll use just cause I don't have much Dex."


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5 months ago  ::  Jan 03, 2013 - 4:58PM #22
GEBELL
Date Joined: Jul 8, 2010
Posts: 224
what about adding strength modifier to AC for heavy armor (with set limitations, like there is with Dex  - so it's just +1 or +2). 

While it sounds weird, I think it could be logical. 

Right now, the mechanics suggest that heavy armor slows you down, because that heavy armor negates, or cancels out any dex bonus.  But why should armor that turns a +2 to +0 not turn a +0 to a -2?  Because it provides enough physical protection to counter act the loss in mobility when talking about AC. 

So a strong character would not be slowed as much by the weight of the armor.  They retain their mobility, and even if they have no dex modifier, that retained mobility due to their strength could give them an AC bonus over other characters. 

It would be an interesting way to move toward strength/dex parity. 

EDIT: of course this ignores the historical reality that chainmail was heavier than plate mail, but we're already doing that. 
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5 months ago  ::  Jan 03, 2013 - 5:16PM #23
Zardnaar
Date Joined: Apr 15, 2001
Posts: 8,216

Jan 3, 2013 -- 4:26PM, Dwarfslayer wrote:

Jan 3, 2013 -- 4:20PM, Zardnaar wrote:


D&DN has no trade off. Dex is always better.




Yeah, dex is the super stat in D&DN. Though I'm not sure if I hate that. At the very least strength and dex based characters are both viable. I prefer it to 2E/3E where you basically couldn't make a good dex-based fighter wtihout relying on sneak attack.




 You could make a good dex based fighter without sneak attack. In 2nd ed dex was better unless you have 18/XYZ and a archer fighter could be used in 3rd ed and there was various ways IIRC to get dex/int to damage. Most likelygood a dex based fighter was a ranged one in 3rd ed though.

Reducing a character to a list of dice rolls and modifiers is not role playing*

*pg 30, AD&D 2nd Ed DMG, 1989.
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5 months ago  ::  Jan 03, 2013 - 6:00PM #24
Rastapopoulos
Date Joined: Jan 2, 2013
Posts: 591

Jan 3, 2013 -- 4:58PM, GEBELL wrote:

what about adding strength modifier to AC for heavy armor (with set limitations, like there is with Dex  - so it's just +1 or +2). 

While it sounds weird, I think it could be logical. 




Some interaction between Str and armor does make sense.
Strong characters should be able to cope better with the weight of an armor.

As of 3ed all we have is that the weight of armor can encumber your character but that doesn't really affect low-Str characters since encumbrance and armor penalties do not add up.

However, your proposed system could give Str too much power. Str is already TH and Damage, if it also meant more AC (even if indirectly) it would probably become an overpowered stat.
That, of course, thinking in 3ed terms. In 5ed right now not only Dex can be TH and DMG for melee as well but it is also AC, and the +Hundreds of damage from MDD makes the damage bonus from Str or Dex almost useless anyway.

I suppose, though, that these are things developers will correct in future packets (I can't imagine they're liking something like Str or weapon damage becoming useless), that's why I'm thinking more in 3ed terms.

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5 months ago  ::  Jan 03, 2013 - 7:01PM #25
Saelorn
Date Joined: May 27, 2012
Posts: 2,934

Jan 3, 2013 -- 4:58PM, GEBELL wrote:

Right now, the mechanics suggest that heavy armor slows you down, because that heavy armor negates, or cancels out any dex bonus.  But why should armor that turns a +2 to +0 not turn a +0 to a -2?  Because it provides enough physical protection to counter act the loss in mobility when talking about AC.  


Heavy armor doesn't negate the Dex bonus; it just prevents you from being able to use it.  Eh, that's how I see it anyway.  I guess your way makes sense, too.

I could see something like adding the lower of your Strength modifier and Dexterity modifier (so Strength allows you to regain use of your Dex), but that's about as far as it still makes sense to me.

The metagame is not the game.
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5 months ago  ::  Jan 03, 2013 - 7:09PM #26
hexxer
Date Joined: Aug 20, 2007
Posts: 2

Jan 3, 2013 -- 2:47PM, hexxer wrote:

My only thought behind this is PCs are heroes. These limitations on thier ability scores (especially) DEX is detremental.


I was specifically referring to armor ability. Encumberance should be a issue of course. It doesn't seem right to allow Dex bonus upto +2 then tap it off.  If a character can use heavy armor and his strength was great enough why should he not be able to use his Dexterity? or not even consider the heavy armor in the first place?
 
 

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5 months ago  ::  Jan 03, 2013 - 9:41PM #27
souldoubt
Date Joined: Feb 17, 2010
Posts: 364

Jan 3, 2013 -- 7:09PM, hexxer wrote:

Jan 3, 2013 -- 2:47PM, hexxer wrote:

My only thought behind this is PCs are heroes. These limitations on thier ability scores (especially) DEX is detremental.


I was specifically referring to armor ability. Encumberance should be a issue of course. It doesn't seem right to allow Dex bonus upto +2 then tap it off.  If a character can use heavy armor and his strength was great enough why should he not be able to use his Dexterity? or not even consider the heavy armor in the first place?


There are two main factors interfering with the wearer's use of Dex.

1) Weight and weight distribution

2) Flexibility, or a lack thereof

For example, chain mail is very flexible, but extremely heavy, and the weight is poorly distributed as it essentually just hangs from the shoulders.  Plate is heavy, but the weight is much better distributed; however, it's a collection of rigid plates, so it's not exactly flexible.

One could make an argument for having high Str allow you to take advantage of your Dex bonus, but A) that's more complicated, and B) regardless, without a Str beyond the 20 cap, there's no way you're doing backflips in full chain mail.  I'm not saying the current armor list is perfect (far from), but capping Dex to AC keeps things cleaner, simpler, and better balanced.  If you're advocating throwing out Dex to AC caps wholesale, congratulations, you just broke AC scaling and Bounded Accuracy along with it.

So medium and heavy armor have Dex to AC caps because doing otherwise isn't mechanically practical, or even particularly realistic.  As to why you should choose to use heavy armor when you can get equal or better AC with light or medium armor, you shouldn't.  The different armor categories are geared towards characters with different investments in Dex.  Heavy armor is "better" because it provides protection without an investment in Dex (admittedly, not much of a trade, given Dex's current supremacy).  Heavy armor should probably cap 1 point higher than it does (the current armor balance is a bit off), but that's another issue for another thread.

Jan 30, 2013 -- 12:09PM, wrecan wrote:

I want "punch magic in the face" to be a maneuver

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5 months ago  ::  Jan 03, 2013 - 10:22PM #28
lawrencehoy
Date Joined: Oct 11, 2009
Posts: 1,031
I may just allow the full Dex bonus, as long as the Str bonus is equal to or greater than the Dex bonus.
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5 months ago  ::  Jan 03, 2013 - 10:28PM #29
A-koss
Date Joined: Jul 24, 2002
Posts: 42
I think you can safely remove the speed penalty for those heavy armors. You might take a hit long distance travel or in top running speed, but regular combat movement shouldn't be impacted. Armor was made to move around in.

And I was thinking heavy armor could provide a +1 bonus to your Dex Save. You get hit by a fireball or a cone of cold the heavy armor helps shield you. Perhaps with a shield you might gain an additional +1 bonus to your Dex Save.
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5 months ago  ::  Jan 03, 2013 - 10:35PM #30
Zardnaar
Date Joined: Apr 15, 2001
Posts: 8,216
SWSE armor afdded to your fort defense. The heavier the armor the better the save bonus.
Reducing a character to a list of dice rolls and modifiers is not role playing*

*pg 30, AD&D 2nd Ed DMG, 1989.
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Dungeons & Dra.. D&D Next General D.. Dexterity Restrictions on Armor Just Shouldn't BE
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