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airwalkrr's Rise of the Runelords AE PBP Reborn! [OOC]
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<blockquote data-quote="perrinmiller" data-source="post: 6436170" data-attributes="member: 88649"><p>I actually had full discussions with my players back when I made the decision. The only time I have seen it really make a difference was quite recently in LPF. By knowing the high AC (29) of a buffed out summoner’s eidolon, they decided to not even attack it. However, they probably still would have avoided the eidolon to go after the summoner anyway since it was more efficient that way. </p><p></p><p>But even if there appears to be some meta-game thinking from some power-gamers, I have still found it made little difference. Those same players are still deciding on the same tactics either way. They either target weaker looking opponents first, or they focus on spell casters or boss targets first. Generally the choice has more to do with the tactical layout than the revealed ACs of the opponents.</p><p></p><p>I am not sure how can you say it is “more” realistic? They are all pretty much the same thing when you get down to it, Mowgli. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Attack bonuses and AC are just a balancing mechanic to rate Offense vs. Defense abilities. Rolls that succeed reduce HP. The whole system scales upwards as characters level. DR in any form just modifies the rate of HP reduction from rolls that beat a defense score. </p><p></p><p>The mechanics all pretty much boil down to the same thing; the average rate of HP reduction. Over a battle the rate of HPs being reduced to 0 is the artificial game mechanic to determine when a foe is defeated. But HP reduction does NOT equal wounds, does it?</p><p></p><p>Compare, the fighter with 20 HP wearing plate armor as his AC is 11 instead of 19 with the Armor as DR rule. That means he is hit 40% more often. So during a battle he takes multiple hits that result in potentially 1-3 dmg after DR, where he might have taken 1 hit for 10 dmg under the old system. Either way, he is at about 10/20HP and still at full combat capability. How you describe each attack’s hit in your writing might be slightly different, but that is not any more or less realistic.</p><p></p><p>However, the rate of scaling as characters increase in level is going to skew with Armor as DR. Attack bonuses are going to increase, but AC will not increase as much. Damage amounts will increase, but DR really will not. Add in that we need to track Critical Defense Check Bonuses and Critical Attack Bonuses, and things became more complicated.</p><p></p><p>Bottom Line: Cons, increase complications and potential balance issues. Pros, none</p></blockquote><p></p>
[QUOTE="perrinmiller, post: 6436170, member: 88649"] I actually had full discussions with my players back when I made the decision. The only time I have seen it really make a difference was quite recently in LPF. By knowing the high AC (29) of a buffed out summoner’s eidolon, they decided to not even attack it. However, they probably still would have avoided the eidolon to go after the summoner anyway since it was more efficient that way. But even if there appears to be some meta-game thinking from some power-gamers, I have still found it made little difference. Those same players are still deciding on the same tactics either way. They either target weaker looking opponents first, or they focus on spell casters or boss targets first. Generally the choice has more to do with the tactical layout than the revealed ACs of the opponents. I am not sure how can you say it is “more” realistic? They are all pretty much the same thing when you get down to it, Mowgli. ;) Attack bonuses and AC are just a balancing mechanic to rate Offense vs. Defense abilities. Rolls that succeed reduce HP. The whole system scales upwards as characters level. DR in any form just modifies the rate of HP reduction from rolls that beat a defense score. The mechanics all pretty much boil down to the same thing; the average rate of HP reduction. Over a battle the rate of HPs being reduced to 0 is the artificial game mechanic to determine when a foe is defeated. But HP reduction does NOT equal wounds, does it? Compare, the fighter with 20 HP wearing plate armor as his AC is 11 instead of 19 with the Armor as DR rule. That means he is hit 40% more often. So during a battle he takes multiple hits that result in potentially 1-3 dmg after DR, where he might have taken 1 hit for 10 dmg under the old system. Either way, he is at about 10/20HP and still at full combat capability. How you describe each attack’s hit in your writing might be slightly different, but that is not any more or less realistic. However, the rate of scaling as characters increase in level is going to skew with Armor as DR. Attack bonuses are going to increase, but AC will not increase as much. Damage amounts will increase, but DR really will not. Add in that we need to track Critical Defense Check Bonuses and Critical Attack Bonuses, and things became more complicated. Bottom Line: Cons, increase complications and potential balance issues. Pros, none [/QUOTE]
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