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    Armor as Damage Reduction., I wish you luck.

    Thursday, February 28, 2013, 6:09 PM

    Truly I do.

    I keep seeing, armor as damage reduction in the list of possible modules for D&D Next. I've seen many DMs and Homebrewers attempt this baby. It'll a hard one. There are plenty of issues to deal with when you at Miss Chance (which is what AC is) and Damage reduction. Many game don't even try to make them near equal because of the difficulty. The difficulty skyrockets when you attempt to do it in a format that is not computerized like tabletop gaming.

    For D&D this is especially true. The Defense system is based off AC (miss chance) and HP (diminishing defenses). Adding a 3rd element into the normal scope of action would be hard to balance. There issues are:
    1. The relationship between AC and DR. Whether the modules lower armor values or not.
    2. The new roles of light, medium, and heavy armors.  
    3. The relationship of how weapons and armors and how they interact.
    4. How many, if any, ways there are to bypass DR.

    Armor as a combination of AC and DR is a rule many enjoy. I doubt it wont show up in D&D Next. But it is hard to work or and even balance it that is a goal.

    Good luck, guys. You'll need it when ya get there.

    0 (0 Ratings)

    The Armored Core

    Tuesday, January 8, 2013, 6:04 PM

    Sorry no mechs.

    In a recent Legends and Lore article, Mike Mearls discussed the the Design Goals of D&D Next.  He stated that the two guiding principles are:

    1. Create a version of D&D that embraces the enduring, core elements of the game.
    2. Create a set of rules that allows a smooth transition from a simple game to a complex one.

    While I wish him and his team good luck on that first goal (they'll need it), it's the second that hooked me. It brought me back to the state I was in during my Playtester Profile Interview last month (props to the interviewer).

    The desire to peel away layers. And the best layers to peel are Armor layer, right?

    No. Not sending your blood-frenzied barbarian to tackle a stalwart hobgoblin warrior, toss it's face a few knuckles, and rip his chainmail into pieces with just his rage filled hands.

    But searching for a small kernel of goodness that is simple enough to use but open enough to expand on with complexity and verisimilitude of your own desire.

    Armor is an awesome illustration. Now I know nothing of real armor, its history, effectiveness, or proper usage. I did all my fighting unarmored with all my Dexterity bonus, but deep knowledge is not needed for looking in and swimming out of the core system of armor.

    So let me interpret and explain my thoughts of this simple to complex system.

    D&D uses armor groups since the beginning. Armors were light, heavy, and every medium in between that granted different AC for each. In many edition, the weight and heaviness of the armor adjust the bonuses to Armor Class gained from a high Dexterity. Sometimes the heaviness also reduces the wearer's land speed. And there are time where the weight affect skill and stealth usage.

    To me, armor starts at light with padded cloth. This is the weakest of armors, just heavy cloth. Next is Leather, the stereotypical armor to rogues. Then there is chain shirt. After this is hide and studded leather armor. Scale comes after that. Then you get to the heaver armors: ringmail, chainmail, split, and banded armor. And finally the granddaddy of them all, plate armor.

    With just armor class values, armor groups, speed penalties, and stealth adjustments, there is a lot of room for modules to place on top.

    There could be simple rules like modules for masterwork armor and nonmagical armor enhancement. Who doesn't like locked gauntlets and armor spikes?

    Then there could be rules for special material. Everyone loves mithral plate, dragonscale and wooden armor. Well druid love wooden armor.

    Also partial armor could be an option. Half-plates and rules for each layer. People would love it. Especially that guy... the player running a warrior with just armored sleeves and pants and no shirt. Or the person running the fighter-mage in a sleeveless scale battle-dress. A bladed battle-dress.

    The possibilities are endless when you start from a simple powerful and reminiscent ingredient and work your way to the tasty recipes of your own RPG playstyle. D&D Next is in the perfect position to make a cookbook role playing game we all desire. And less is more in this case.

    Don't forget to peel those layers, my friends.
    3.7 (1 Ratings)

    Rangers for all editions

    Friday, October 5, 2012, 3:04 AM

    In my first blogpost, I described how the ranger's favored enemy class feature could be reimaged and altered to be more flavorful and useful. In this one, I will tackle what  the rangers of the past were and how this previous thought process could reimage them.

    Let's start with the first ranger.  The first edition rangers were a subtype of the fighters using any weapon and wearing any armor. They were also tough, had surprise bonuses, and deal bonus damage to humaniods and giants. Later in life they got spells, magic-user and druid.

    All armor? What kind of ranger uses heavy armor and would accept the stealth penalties... ever? The arctic ranger all bundled up in mail, leather and furs. Think about it. Tough. Focuses on humaniods and giants as there aren't as many dangerous animals to worry about (except bears and they are giants to me). Six aspects of a low level veteran of this type of ranger would be.

    Arctic Ranger (Favored Environment: Cold)
    • Tough: Tough Rangers have one bonus hit die or +5 HP.
    • Manslaying. Manslaying Rangers deal 1 additional damage per ranger level to humanoid enemies.
    • Giantslaying. Giantslaying Rangers deal 1 additional damage per ranger level to enemies of the Large size or greater.
    • Heavy: Heavy rangers are proficient in heavy armor and gain +1 AC in medium or Heavy armor.
    • Icy: Icy Rangers are resistant to cold.
    • Observant: Observant Rangers cannot be surprised except on a roll of 1.

    So lets move to the next edition. The next group of rangers still have heavy armor access but were benefited much by lighter armor. They also gained animal based abilities and their lethal focus shifted off humaniods and giants to be more versitile. This ranger feels more like a slayer. This ranger feels more like a wilderness warrior training and adventuring to gain the resources and knowledge to rid a forest from some some dangerous monster terrorizing the area. Like a Dragon.

    Dragon Slayer Ranger (Favored Enemy: Dragons)
    • Dauntless: Dauntless Rangers are immune to magical fear effects and are resistatant to Intimidation.
    • Beastcharming: Beast Charming Rangers can calm and make friends with hostile or frigthened beast with a successful Charisma roll againt the beast's Wisdom.
    • Giantslaying. Giantslaying Rangers deal 1 additional damage per ranger level to enemies of the Large size or greater.
    • Light: Light rangers gain +1 AC in light armor and +2 AC in medium armor.
    • Evasive: Evasive Rangers are resistant to breath weapons and dangerous explosions
    • Resilient: Resilient Rangers are resistant to poisons, petrification, and death effects.
    Onto the next. This one is much like the last but more rogue and less deadly by default. This edition's ranger shifted off the raw offense and became more of a protector through . Heavy armor is removed from the package and they get two ways to attack twice a turn

    Forest Ranger (Favored Environment: Forest)
    • Beastcharming: Beast Charming Rangers can calm and make friends with hostile or frigthened beast with a successful Charisma check againt the beast's Wisdom check.
    • Swift: Swift Rangers in light arnor can make one additional attack each round.
    • Evilslaying. Evilslaying Rangers deal 1 additional damage per ranger level to undead and fiendish enemies.
    • Light: Light rangers gain +1 AC in light armor and +2 AC in medium armor.
    • Hardy: Hardy Rangers have a bonus to Constitution Checks.
    • Druidic: Druidic Rangers can cast Druid spells... somehow.

    And the lastest edition's ranger. All magic is gone as this ranger is purely martial. No heavy armor like the proceeding ranger. This ranger is more off a killer. This is clearly displayed as the classs's role as a striker. It feels more tailored to an officially hired or trained warrior charged to live in the wild and slay hostile forces like orcs and gnolls. Or maybe more specificaly, undead. This might be a ranger that exists in the gloomy woods, newly haunted or otherwise.

    Undead Slayer Ranger (Favored Enemy: Undead)
    • Dauntless: Dauntless Rangers are immune to magical fear effects and are resistatant to Intimidation.
    • Manslaying. Manslaying Rangers deal 1 additional damage per ranger level to humanoid enemies.
    • Swift: Swift Rangers in light arnor can make one additional attack each round.
    • Evilslaying. Evilslaying Rangers deal 1 additional damage per ranger level to undead and fiendish enemies.
    • Light: Light rangers gain +1 AC in light armor and +2 AC in medium armor.
    • Observant: Observant Rangers cannot be surprised except on a roll of 1.

    Then there are wishes for a more city ranger. His jungle is urban. The beasts he deals with and guard dogs, pigeons, and housepets. And his magic can take on more arcane aspects due to better assess to people.

    Urban Ranger (Favored Enemy: City)

    • Insightful: Insightful Rangers are resistant to illusions and attempts to Bluff them with lies and hidden motives.
    • Streetsmart: Streetsmart Rangers can track down important people within civilized area and are skilled in Gather Information.
    • Manslaying. Manslaying Rangers deal 1 additional damage per ranger level to humanoid enemies.
    • Light: Light rangers gain +1 AC in light armor and +2 AC in medium armor.
    • Hardy: Hardy Rangers have a bonus to Constitution Checks.
    • Arcane: Arcane Rangers can cast Wizard spells... somehow.
    So maybe the ranger never changed.

    Your thoughts?

    3.2 (1 Ratings)

    Favored Enemy my favored friend

    Tuesday, June 19, 2012, 10:42 AM

    "The cleric dragged the wounded fighter back by the armpits. The swordsman was bitten hard by a row of slashing teeth. It was the cleric's duty to prevent him from paying the ultimate price for treasure.

    It was now up to the rogue, the wizard and the ranger to defeat this magical beast. The wizard, currently airborne, raised her hand and drop it with a sharp word and a bolt of electricity onto the horn of the monster. The rogue was next and opted to slink back behind a rock instead of attacking. 

    The ranger was alone on the ground in front of the beast. The wizard floated behind him at the end of her spell. His blade connected with the monster's front left leg and ripped out a large chunk of flesh. Unfortunately the follow up axe swing failed to hit it's mark.

    And that was when he heard it. A distinct clicking rang in his keen ears despite the chatter and moans around him. He knew that noise well. It used to haunt him in his dreams and give him many restless nights. His many encounters with monsters of this kind had drilled the sound into the deepest portions of his mind. It was the sound of the beast's throat preparing for a deadly attack.

    'Get Down!' he shouted as he threw himself down by instinct. He only had enough time to look back and watch the arcanist be struck by an icy blast from the dragon's maw.
    The cleric will need to cast another healing spell soon."

    Many of the people reading the above passage I just made up will imagine a fivesome of adventurers fighting a white dragon. The little scribbling describes a ranger of a very much losing adventuring party defending themselves in a monster's domain. The ranger was shown using his familiarity and knowledge of dragons to deal a painful blow to the beast and dodge its freezing cold breath weapon. A nice narrative showcases the ranger's favored enemy class feature of the 3rd edition.

    But what if I said the monster was not a dragon. What if I said it was a chimera, a large beast with three heads. The fighter was bitten by the lion head. The lightning bolt spell struck the goat's horn. And the breath weapon came from the dragon head. Would it matter? Would it matter that the ranger's favored enemy was against dragons and not magical beasts?

    I had a love hate relationship with favored enemy since I started with D&D. My first character was a half elf ranger who hunted elves (well evil elves) and later dragons and undead. I loved playing a hunter and stalker of a favored foe. But it didn't take long for me to ask "Can we fight more drow?" The DM only planned for a few drow attacks early and was forced to make a recurring drow antagonist to rival my ranger to keep the newbie (me) happy about my choice.

    4th edition stripped the creature type dependence away. It didn't feel right to me though. Hunter quarry was cool and all. But it didn't push the intensity of favored enemy.

    Pushing the DM dependence aside just a bit, I went into my mind and thought "What is Favored Enemy exactly?" The ranger has special knowledge, training, and experience dealing with his favored enemy. So a ranger who has Favored Enemy: Dragons knows how to deal with dragons. He or she knows how to deal with large scary monsters that have breath weapons.

    But is this knowledge in isolation? Does it apply to other Large Scary monsters that Breathe fire/cold/electricity/acid/poison? The big problem with the 3rd edition version is that it did not apply to nondragons. But it should. A ranger who favors dragons should be able to apply it to other large monsters like sphinxes, other sources of fear like necromancy spells, or being with breath attacks like gorgons. Instead of a Favored Enemy: Dragons, rangers would get Giantkiller, Fearless, and Maw Dodger. Giantkiller grants a small bonus to attack against large enemies. Fearless grants a large bonus against fear effects and against Intimidation. And Maw Dodger grants a large bonus against breath weapons. Since my ranger also hunted elves, he had a bonus to Stealth to represent his experience and training to bypass the keen senses of the elves and another ability to evade magic to represent his experience dealing with the magic they constantly wield.

    Using this method the ranger can stil have his favored prey while still having the feature useful to other enemies. This feature could also be applied to other types of beings. Dwarves and gnomes might get Giantkiller to display their dealing and hatred of giants which can then apply to all large enemies.

    Overall I don't think Favored Enemy is a lost cause. It has lots of flavor and if implemented a certain way, it might be workable. Well, tell me what you think.
    4.1 (5 Ratings)