What are your thoughts on AC vs. DR? Which do you prefer?
If you're using a non-inflationary hit point system or a wound system which is directly modeling physical damage, armor-as-DR tends to work better. But it still carries the "system tax" of adding an extra step to combat calculations.
It's old and primarily relates to D&D but I find this argument reasonable.
http://www.seankreynolds.com/rpgfiles/rants/armorasdamagereduction.html
It's old and primarily relates to D&D but I find this argument reasonable.
http://www.seankreynolds.com/rpgfiles/rants/armorasdamagereduction.html
I find it reasonable in the context of D&D, and at the end of it he seems to make it clear that he was speaking with D&D in mind. Outside of D&D, a lot of the things he mentions as problems are handled and handled very easily by some of the games which use DR systems.
In my RPG, armor adds to AC and usually gives DR as well. And yes, certain weapons have an armor penetration rating (or weapons can be built to add it).Yep, that's my biggest objection. That, plus the seeming need of every Armour-as-DR system to then give weapons some sort of Penetration rating, allowing them to bypass some or all of the armour worn.
This is something you essentially need to do once, in my experience. And, if the AP (armor penetration) doesn't outpace the DR, you just add it to damage. So if you did 1d10+8 (4 AP) against DR of 10, you'd essentially roll 1d10+2 (1d10+8+4-10). Easy for us, and you really need to do it once. And, if the AP beats the DR, then you just roll normal damage. So, 1d10+8 (4 AP) vs DR 4 means you roll 1d10+8. Again, easy for us.- In Armour-as-DR, you roll damage. They, you subtract the Pen value from DR, then subtract that result from the damage, and then subtract that total from hit points.
I can also see this, even if it doesn't sway me, personally. It might be a little frustrating, but winning that fight is amazing, for my group. It's like almost dying; being knocked unconscious might be frustrating, but the fight being won and it being close is a lot of fun. The possible temporary frustration is worth it; this mindset also means we expect it, and it's less frustrating. It's part of the fun, now.It also gets very frustrating when you see most of your attacks being negated outright by the target's DR. Especially if you also have difficulties hitting in the first place.
Yep, and this leads me to agree with others: the system should have armor-as-DR in mind when designed, not tacked on afterwards. There's usually just too many problems that come from it, especially in systems like 3.5, where damage varies wildly when you compare level 1 to level 15. As always, play what you likeFinally, in the specific case of 3.5e, the Armour-as-DR rules quickly turned Power Attack into a game-breaking option. But that was a specific oddity because those particular rules weren't very good.
Like I said above, you really only need to calculate it once per fight. Though, again, I understand if that doesn't appeal to you.Gaaah! Some of these answers make my head swim! If it takes 3 minutes to do the math for each blow, it is WAAAYYYY too complex. 3 math operations is too many. One is plenty for my players.
This isn't a D&D thread, it's tagged "RPG". As always, play what you likeAlso, D&D has always used AC. If you want to use something else, find another game where it is the basis of the armor system. Don't wreck my D&D!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.