D&D General Armour class and essentialism


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pemerton

Legend
Yes, but my point was those tend to weaken the value of armor in the process, leading to other issues.
Why? You can give a 5e Monk an unarmoured defence bonus that is mathematically and balance-wise on a par with the current WIS bonus, without having that affect the value of armour.

I don't know the maths of 5e, expected stat distributions and advancement, and the like, well enough to posit with any confidence what that bonus should be - perhaps +2 at 1st level and +1 per tier gained?

But designers experienced with the 5e maths could do this fairly easily, the same as they did for the 4e Barbarian.
 

Stalker0

Legend
Why? You can give a 5e Monk an unarmoured defence bonus that is mathematically and balance-wise on a par with the current WIS bonus, without having that affect the value of armour.

I don't know the maths of 5e, expected stat distributions and advancement, and the like, well enough to posit with any confidence what that bonus should be - perhaps +2 at 1st level and +1 per tier gained?

But designers experienced with the 5e maths could do this fairly easily, the same as they did for the 4e Barbarian.
Sure, but that doesn't change the stereotype, you still have to play a monk (or barb) to be good without armor.
 


James Gasik

We don't talk about Pun-Pun
Supporter
In 4e there was an advanced armor that gave you something like 5 temporary hit points at the start of each encounter. Maybe if armor worked like that, giving you a larger pool of "hit points" that could be repaired, it wouldn't be trivial to have it, but it wouldn't be completely necessary either if classes without the ability to use armor had higher Hit Dice?
 

FrogReaver

As long as i get to be the frog
Counter Thesis: It's class based essentialism, which ironically is the whole point of having a class based game. The only question is the degree of variation the system supports (and even more constraining, the degree of variation players feel comfortable with).

That said, I think they err in tying stats to too many combat related things. Class instead of stat should be the primary driver for most combat related bonuses (and if you look back to older D&D versions it really was). BAB increased 1 per level for Fighters. Now we start at about +5 and scale to +11. Older versions also had save bonuses increase much faster than now and even your bad save scaled some. 3e D&D gave greater weight to attributes in the name of greater simulationism. To a large degree that's where we've been ever since (even for most of 4e with secondary riders based on attributes for many powers and abilities).
 
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James Gasik

We don't talk about Pun-Pun
Supporter
I mostly agree with two and a half exceptions in AD&D where the benefits of stats were insane. One is a corner case and doesn't affect combat much- Dexterity for Thieves. The benefits for the higher Dex scores could equal having a free level (or more). An argument could be made for the increase to AC as well, but it was unlikely a heavy armor user would also have really high Dexterity (though if they did, it's entirely possible to build a starting character in 2e with an AC of 0).*

And of course, exceptional Strength for the Warrior classes. The scaling got out of control quickly.

Most characters didn't get ability scores this high, but if they did, it really warped things around them- the difference between a Fighter with 17 Strength and one with 18/50 was definitely noticeable, and if someone actually got to the 18/90-00 range, it was like being multiple levels higher, and many early monsters died in a single attack (of which the Fighter could have as much as 5/2 with Two-Weapon Fighting).

Constitution being the last, though again, for Warriors. An extra 9-18 hit points doesn't sound incredible by today's standards, but you could be looking at a 33% increase to your hit points by level 9 (assuming dead average rolls and maximum hit points at level 1).

*18 Dex, Warrior with Swashbuckler Kit, leather armor, and 2 weapon proficiency slots in Single Weapon Style from the Complete Fighter's Handbook.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
Or, or... hear me out here...

Fluff it.

Yeah, your character has plate armor on their character sheet and in your chosen artwork is wearing an open white blouse with puffy sleeves and a little red vest because he's a pirate. Mechanically you gain the benefits and penalties of Plate Armor. For RP purposes it's Blouse o'Clock.

You don't have to create a separate mechanic, here, if you're just willing to acknowledge that not every aspect of the system as presented needs to be presented in the game world. You don't have your fighter tell your cleric he's down 13 hit points and only needs a Cure Light Wounds in character. No. Instead he says "I'm alright. The goblin grazed me with the spear and I was bruised by that nasty fall, but you shouldn't expend your greater powers on me!"

Why is armor any different?

And it isn't -new-, either.

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You think Goldmoon was getting the armor bonus of leather from this loose suede blouse with a cut so low Elvira was checking her out? Heck no! For leather armor to be strong enough to stop any harm more severe than bacon grease spit it's got to be boiled and hardened into shaped plates. That outfit wouldn't protect her from anything while adventuring. Not to mention the -chafing-.
 
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