I think that's the intent, to give barbarians some form of damage reduction even when not raging. But then we have the resistance to slash/pierce/bludgeon while raging at a higher level.
(at low levels and up to the point where magic armor starts showing up)Iron Hide doesn't provide any form of damage reduction (not even in the form of extra AC). All it does is allow a barbarian who chooses not to wear any armor at all to have a reasonably effective AC.
(at low levels and up to the point where magic armor starts showing up)
This is where the "magic items are optional! really!" promises stop making sense.
-O
(at low levels and up to the point where magic armor starts showing up)
This is where the "magic items are optional! really!" promises stop making sense.
-O
The difference here - and it's not a small one - is that it's not a dial. It's a switch, swinging between the two extremes. If you build it into the math with something like inherent bonuses, you can preserve the "interesting stuff" feature of magic items without paying much attention to the math on the player and DM sides.The "magic items are optional" "promise" is not, and never was, a promise that magic items wouldn't make a character more effective.
It was (and still is, as far as I can tell) an intent to craft the game in such a way that if a DM chooses not to include any magic items at all it won't break the game (and, conversely, that a DM loading the party down with magic items will also not break the game).
This is something that was impossible in both 3.X and 4e without incorporating some sort of compensating measures.
But that's not what will happen. Barbarians aren't prevented from wearing armor, and given that light armor has no downsides, it's sensible to wear it as soon as it's better than iron skin. It's a helpful perk at low levels, for sure, but at worst, a barbarian is keeping pace.If the barbarian gets +4 to AC because of his high con and the rogue gets +4 to AC because of his +1 armor, that's fine.
If the barbarian is easier to hit than a heavily-armored fighter, that's not just fine, it's good. --Regardless of whether that armor is magical or not.
Barbarians aren't prevented from wearing armor, and given that light armor has no downsides, it's sensible to wear it as soon as it's better than iron skin.
The difference here - and it's not a small one - is that it's not a dial. It's a switch, swinging between the two extremes.
If you build it into the math with something like inherent bonuses, you can preserve the "interesting stuff" feature of magic items without paying much attention to the math on the player and DM sides.
If you have bounded accuracy and you're not paying attention to even the minutest changes in d20 rolls, it's simply not good design.
OTOH, if magic items are mostly good for some extra damage and effects, or small amounts of DR, it's more sensible. We've established that damage isn't bounded to the same degree as d20 rolls.
But that's not what will happen. Barbarians aren't prevented from wearing armor, and given that light armor has no downsides, it's sensible to wear it as soon as it's better than iron skin. It's a helpful perk at low levels, for sure, but at worst, a barbarian is keeping pace.
Righto. Which is why I mentioned magic armor in particular. It's a serious boost at lower levels, but it's not like the barbarian is actually falling behind at any point - they'll just wear whatever's best, like D&D characters have done for ages.And that will probably take quite some time. Con 16 offers the same AC as a mithral shirt, which is the best light armor.
Then the alternative is to eliminate bonuses to the d20 rolls (or target numbers for d20 rolls) from magic gear. Which I think we established we're both fine with.I wouldn't have a problem with magic items not providing bonuses at all, but I'd very much prefer not to be required to include inherent bonuses just to make the math "right."
I don't think this pans out. If your math is bounded, you have a very limited range of acceptable bonuses you can apply to a d20 roll. We can see that with class-based attack bonuses - they crawl upwards very slowly, and with good reason. If your target numbers vary around an 11 or so on the roll, each + or - means you hit (or miss) 10% more often than before. That's a pretty major shift. Each +1 becomes really precious, and if you're not hoarding those +1's at every opportunity, you're missing out.Again, I disagree. As long as the DM is advised to keep in mind that magic items make characters more effective, things should work out just fine. Bounded accuracy allows a DM to pay less attention to the math because the difference between "more effective" and "less effective" is never so great that it breaks the game. I get the feeling you think that allowing the DM to pay less attention to the math is a bug. I view it as a feature.