Commonblade
First Post
I am sorry if this is old news, I couldn't find anything on it.
Has there been a mention of Damage Reduction at all?
Has there been a mention of Damage Reduction at all?
WotC Mearls said:We tried a few methods for using armor as DR in 4e. None of them proved viable. Even systems that looked good on paper failed in playtest. Typically, the problems we encountered were:
1. DR makes it hard to balance the heavily armored guy against the lightly armored guy. In the AC system, you simply compare expected attacks vs. expected AC, and expected hit points vs. expected damage. You can then cross reference those two to figure out how long a PC can survive.
For instance, you might want a fighter to stand toe-to-toe with a monster for 8 rounds before dropping, but a mage only lasts 3. You can manipulate both AC and hit points to hit that sweet spot. Then, you can increment both values up at about the same rate to keep that comparison (mage vs. fighter) intact.
Once you add DR to the system, things get a little weird. It makes it hard to use all three factors (hit points, hit rate, DR) without dropping one or making one a constant.
For instance, you might say that all melee attacks hit 50% of the time, then use DR and hit points to differentiate survival. Or, hit rate and DR might change, but everyone gets the same hit points.
Now, DR works very well in online games that have threat/aggro systems. Under these rules, the guys with high DR focus almost exclusively on drawing attacks. That can be fun in a real time game, but in D&D it's a real drag. MMOs don't have to worry as much about the disparity between the heavily armor guy and the guy in light armor because there are lots of mechanics that simply prevent the light armored guy from suffering attacks.
2. DR adds an extra step of work. Rolling to hit is something we expect to do, and accounting for armor in that step speeds up the game. Adding another step, the check for DR or the time spent resolving it, slows the game down on every successful attack.
If I wanted to add DR to D&D, I think I'd do away with scaling attack bonuses. The to-hit number of the 1st and 30th level fighters would look a lot alike, as would their defenses. The issue would be that the 1st level guy would do little to no damage with each hit, while the 30th level guy smears the 1st level one in a single shot.
The potentially interesting thing is that it makes for a clear distinction between high defense, low armor guys, and low defense, high armor guys. The fighter might take hits all day, but his DR lets him shrug them off. The rogue dodges attacks, but if he takes two or three hits he needs to run. We don't really have that in D&D, because both rogues and fighters play with the same defense value.
As it turns out, Toby’s warforged paladin is essentially indestructible under the current rules. I suppose a warforged ought to be tough, but the really odd thing is that his damage resistance (any DR, really) ignores psychic damage and poison damage. I’m not sure things ought to work that way; it seems to me that some sorts of damage ought to bypass DR by their very nature.
Aage said:Off-topic: Just realised it mentions psychic damage too.
KingCrab said:I thought they were waiting for PHBII for psychic stuff. I gues psychic exists as a damage type in PHB1, just not as a power source.
A random guess:Commonblade said:[...]
What is throwing me is the Spinned Devil doesn’t have a DR listed on its stats. I wonder if the card stats represent its final form, or if play testing on DR wasn't finished so they didn't put it on the preview card. Back to my research I go.
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