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*Dungeons & Dragons
Natural armor as DR
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<blockquote data-quote="Sadrik" data-source="post: 6028773" data-attributes="member: 14506"><p>Couple of things, Damage Reduction in the RAW, is 1/2 damage vs. certain damage types, in the form of Damage Resistance. Fire Resistance means you take 1/2 damage from fire. It also exists strangely when you are poisoned (intoxicated) you take less damage (1d6), I guess HP which represent, stamina, luck, skill, speed, agility, and energy, when intoxicated this increases... :\ </p><p></p><p>Perhaps DR could simply be bonus HP... If you have DR 2 that means you get +2 HP/level. A very simple solution. So if for instance you have Natural armor represent DR and you had NA +2 and were a 14 HD creature that means you get +28 bonus HP. It does not tread on the current DR rule too.</p><p></p><p>Last point on this, which heavily interacts with the damage system... This has been adequately addressed in the playtest packets. Damage to objects, hardness, etc. Just how do you break down a door. Does it have Damage resistance to all damage? I do not like that. For instance, a castle wall, say might have 200 HP and damage resistance all. Well... there is a problem still it can be knocked down by a level 1 wizard. 8| Infinite magic missiles, a wizard just doing 1 damage per round can take it down in 20 minutes. I feel like there should be some rule here. Damage Resistance/Hardness was the rule in previous editions. Other games use things like can only be damaged with "heavy" damage catapults, certain spells etc. The problem also exists with sundering items and gear. Perhaps damage is not tallied in these cases and you just go off of a save based on the damage dealt to see if it is destroyed otherwise the damage is resisted. IDK, any way they go the designers work is cut out for them. And walls do not have skill, luck, speed, agility, and energy...</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6028773, member: 14506"] Couple of things, Damage Reduction in the RAW, is 1/2 damage vs. certain damage types, in the form of Damage Resistance. Fire Resistance means you take 1/2 damage from fire. It also exists strangely when you are poisoned (intoxicated) you take less damage (1d6), I guess HP which represent, stamina, luck, skill, speed, agility, and energy, when intoxicated this increases... :\ Perhaps DR could simply be bonus HP... If you have DR 2 that means you get +2 HP/level. A very simple solution. So if for instance you have Natural armor represent DR and you had NA +2 and were a 14 HD creature that means you get +28 bonus HP. It does not tread on the current DR rule too. Last point on this, which heavily interacts with the damage system... This has been adequately addressed in the playtest packets. Damage to objects, hardness, etc. Just how do you break down a door. Does it have Damage resistance to all damage? I do not like that. For instance, a castle wall, say might have 200 HP and damage resistance all. Well... there is a problem still it can be knocked down by a level 1 wizard. 8| Infinite magic missiles, a wizard just doing 1 damage per round can take it down in 20 minutes. I feel like there should be some rule here. Damage Resistance/Hardness was the rule in previous editions. Other games use things like can only be damaged with "heavy" damage catapults, certain spells etc. The problem also exists with sundering items and gear. Perhaps damage is not tallied in these cases and you just go off of a save based on the damage dealt to see if it is destroyed otherwise the damage is resisted. IDK, any way they go the designers work is cut out for them. And walls do not have skill, luck, speed, agility, and energy... [/QUOTE]
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