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General Tabletop Discussion
D&D Older Editions
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6793800" data-attributes="member: 82106"><p><strong>TO DR OR NOT TO DR - AS AC</strong></p><p></p><p>This is similar to our approach, replace AC with DR, but we did away with all damage dice from weapons. Individual weapons either do 1, 2, or 3 points of damage, depending on whether or not they're particularly heavy or light weapons, so there's not a HUGE advantage to using a 2-handed sword vs using a dagger, about the difference between a d4 and a d8 on average, but without the potentially high damage outcomes for the larger weapon. Characters then have an ability score bonus for all attacks, plus a 'damage die' which is determined by things like class, fighters just simply do more damage with melee weapons than wizards do, doesn't really matter WHICH weapon it is, the effect is the same. The DR values for armor are fairly small, not greater than 4 points. Enough to be quite useful, but not overwhelming. </p><p></p><p>Attacks target one of the 3 defenses, FORT, REF, or WILL, and a shield will provide a bonus on the first 2. This allows for a nice set of variations of attack routines as well, they can be 'beat downs' going against FORT, or based on quickness and going against REF, or generally magical or etc vs WILL (though maybe a really terrifying weapon display might count here, lack of an AC defense makes all this more clean). </p><p></p><p>Clearly high level figures will have somewhat higher DRs, but there's no need for them to drastically increase, and in general continuing to wear the same old leather armor you bought at level 1 when you're 10th level isn't going to be a real big problem, it will be proportionately less effective, but so will everyone else's plate armor. Specific monsters could also have higher DRs, which allows for a bit more variety of tactical challenges, though anything above single digits will make things start to get rather wonky (you could maybe do this for minions though to make 'tough' minions).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6793800, member: 82106"] [B]TO DR OR NOT TO DR - AS AC[/B] This is similar to our approach, replace AC with DR, but we did away with all damage dice from weapons. Individual weapons either do 1, 2, or 3 points of damage, depending on whether or not they're particularly heavy or light weapons, so there's not a HUGE advantage to using a 2-handed sword vs using a dagger, about the difference between a d4 and a d8 on average, but without the potentially high damage outcomes for the larger weapon. Characters then have an ability score bonus for all attacks, plus a 'damage die' which is determined by things like class, fighters just simply do more damage with melee weapons than wizards do, doesn't really matter WHICH weapon it is, the effect is the same. The DR values for armor are fairly small, not greater than 4 points. Enough to be quite useful, but not overwhelming. Attacks target one of the 3 defenses, FORT, REF, or WILL, and a shield will provide a bonus on the first 2. This allows for a nice set of variations of attack routines as well, they can be 'beat downs' going against FORT, or based on quickness and going against REF, or generally magical or etc vs WILL (though maybe a really terrifying weapon display might count here, lack of an AC defense makes all this more clean). Clearly high level figures will have somewhat higher DRs, but there's no need for them to drastically increase, and in general continuing to wear the same old leather armor you bought at level 1 when you're 10th level isn't going to be a real big problem, it will be proportionately less effective, but so will everyone else's plate armor. Specific monsters could also have higher DRs, which allows for a bit more variety of tactical challenges, though anything above single digits will make things start to get rather wonky (you could maybe do this for minions though to make 'tough' minions). [/QUOTE]
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