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  1. J

    D&D 5E Alternate AC calculation

    I like your solution. Simple. But it doesn't quite succeed at the problem I was trying to solve. My problem is that I feel - again based on my own sparring and research - that shields are significantly undervalued. But in heavy armor, shields are not used as often and not as beneficial as to a...
  2. J

    D&D 5E Alternate AC calculation

    Good points, and DnD abstracts a lot of potentially important details. At close range, a knife is the best weapons - even more deadly than a sword or axe and more damaging. But manage to put a little distance between you and a foe and the spear has a HUGE advantage. So context always matters...
  3. J

    D&D 5E Alternate AC calculation

    I like that you doubled the shield bonus for Ranged AC, and I like the additional weapon properties. I also like the Fighting Defensively aspect. The system needs them! I have found that armor as damage reduction doesn't work well in any version of D&D - it interacts poorly with most spells and...
  4. J

    D&D 5E Alternate AC calculation

    AND, something I left out is that I also use a "split" AC for some armor types. Heavy mail has an armor bonus of +5/+3, with the higher bonus applying to slashing and piercing, and the lower bonus applying to all other damage types. "Normal" mail is +4/+2, and light mail is +3/+1. This may be...
  5. J

    D&D 5E Alternate AC calculation

    This ^ and anything that keep your enemy at a distance helps your defense by giving you extra time to react. I could even see it argued in my system that certain weapons, such as spears, quarterstaffs, and polearms may even get a +4 weapon bonus instead of +3. I haven't crunched the numbers but...
  6. J

    D&D 5E Alternate AC calculation

    So here is a more complex AC calculation method that I've used for a few months. For anyone that has ever sparred with hand weapons you know that being armed with any medium length hand weapon increases your defense, and that shields are underrated, but lose a little of their effectiveness when...
  7. J

    D&D 5E Assumptions on Hit Points and Armor Class...

    You could make an argument that Strength, Dexterity, and Constitution could modify hit points. Strength is indicative of muscle power, and muscle protects vitals organs and bones. Constitution is the default, and Dexterity also reflects an ability to roll with impact and reduce the severity of...
  8. J

    D&D 5E Crawford on Stealth

    Passive Perception is not a good rule, as has been pointed out numerous times on this thread. In my game, characters make all perception checks normally but get advantage on their check if they are using their action to actively search or stay alert. This just makes it far easier. I have...
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