I'm starting up a campaign soon, and I'm trying to think of ways to make a lightly armored character more attractive to play.
In the process it would be nice to try to balance the disparity between AC and AB at higher levels.
I've seen a few suggestions but I've never played with any of them. I'll list the ones I remember with my thoughts on them:
1. Defense bonus a la SW or WoT - Seems alright, but I'd be concerned about balancing the bonuses between classes. How will it stack with armor?
2. Reflex Bonus (or some fraction thereof) - Not bad, but seems to skew stat balance way in favor of Dex (Which doesn't bother me TOO much). Also really screws Fighters and their ilk, who should be at LEAST as good at defending as the Rogues and Monks are.
3. Shifting attack bonus to defense bonus - I think the proposal I like the most suggested a 2 for 1 trade of AB -> DB. This is how "fighting defensively" works already, but the house rule opens up any amount of trade in rather than the flat -4 Attack +2 AC. The Expertise feat improves the trade in ratio to 1:1. Perhaps allow trading in reverse ("reckless attack"). I don't see any balance problems with this one, but it does add an extra layer of bookkeeping. Also would need to make some decisions about whether the traded-in bonus applies to ranged or touch attacks. But unless we add some rules for armor stacking (actually the lack thereof) then we aren't encouraging lightly armored characters.
4. Parry Rolls (NWN) -The parry skill is used in lieu of attacking in a round. The defender rolls parry skill, and if he beats the attack roll, then the attack was parried. If the roll is beat by 10 or more, then the defender gets a free AoO against the attacker. I don't like this system because again the Fighter-types get screwed compared to Rogues.
5. Parry Rolls (Dragon 301) - Once per round you can make an attack roll vs an attack roll that would have hit you. If you succeed, the attack has missed. However, opponent gets a free (no AoO, no counter) disarm attempt against you. Can only parry when wearing light armor or less. There's a massive feat chain that provides various improvements to parrying. Overall, the rules are interesting, but they'll slow down combat and aren't that great of a replacement for armor (especially for non-fighters, who are short on feats). Could be good in addition to the Defense Bonus or Reflex->Defense ideas above.
Has anyone tried any of these? I'm interested to hear your comments on how they worked during gameplay (Hopefully more detailed than "It's good").
If anyone has any analysis or comments on any other reasons why the above are good or bad, I'd love to hear them too.
Of course, other suggestions for encouraging light/no armor in the game are also welcome.
In the process it would be nice to try to balance the disparity between AC and AB at higher levels.
I've seen a few suggestions but I've never played with any of them. I'll list the ones I remember with my thoughts on them:
1. Defense bonus a la SW or WoT - Seems alright, but I'd be concerned about balancing the bonuses between classes. How will it stack with armor?
2. Reflex Bonus (or some fraction thereof) - Not bad, but seems to skew stat balance way in favor of Dex (Which doesn't bother me TOO much). Also really screws Fighters and their ilk, who should be at LEAST as good at defending as the Rogues and Monks are.
3. Shifting attack bonus to defense bonus - I think the proposal I like the most suggested a 2 for 1 trade of AB -> DB. This is how "fighting defensively" works already, but the house rule opens up any amount of trade in rather than the flat -4 Attack +2 AC. The Expertise feat improves the trade in ratio to 1:1. Perhaps allow trading in reverse ("reckless attack"). I don't see any balance problems with this one, but it does add an extra layer of bookkeeping. Also would need to make some decisions about whether the traded-in bonus applies to ranged or touch attacks. But unless we add some rules for armor stacking (actually the lack thereof) then we aren't encouraging lightly armored characters.
4. Parry Rolls (NWN) -The parry skill is used in lieu of attacking in a round. The defender rolls parry skill, and if he beats the attack roll, then the attack was parried. If the roll is beat by 10 or more, then the defender gets a free AoO against the attacker. I don't like this system because again the Fighter-types get screwed compared to Rogues.
5. Parry Rolls (Dragon 301) - Once per round you can make an attack roll vs an attack roll that would have hit you. If you succeed, the attack has missed. However, opponent gets a free (no AoO, no counter) disarm attempt against you. Can only parry when wearing light armor or less. There's a massive feat chain that provides various improvements to parrying. Overall, the rules are interesting, but they'll slow down combat and aren't that great of a replacement for armor (especially for non-fighters, who are short on feats). Could be good in addition to the Defense Bonus or Reflex->Defense ideas above.
Has anyone tried any of these? I'm interested to hear your comments on how they worked during gameplay (Hopefully more detailed than "It's good").
If anyone has any analysis or comments on any other reasons why the above are good or bad, I'd love to hear them too.
Of course, other suggestions for encouraging light/no armor in the game are also welcome.