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A good Armor Class Bonus to Damage Reduction house rule?
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<blockquote data-quote="skippy_the_witch" data-source="post: 1584279" data-attributes="member: 18980"><p>I use a combination of the rules from the <u>ARSENAL</u> book and regular 3.5 ed AC rules. Mine is a technomagical semi-post apocalyptic campaign, which means you have blasters and like along with swords and bows. Doing a straight DR, especially with technomagical armors, leads to players walking around who are basically immune to arrows and all but the luckiest swords strokes. But, as one of my players put it, "we are all just one blast grenade away from dying." Thus, I created a hodge podge of the two.</p><p></p><p>First, all characters and monsters get an AC "class" bonus, because critters and people of the Cursed Earth are tougher then the average bears (see <u>ARSENAL</u> ).</p><p></p><p>Second, regular armor from the Wild (i.e. standard 3.5 DND armor) is treated like normal, just giving AC bonus to all attacks.</p><p></p><p>Technomagical Armor gives an AC bonus against regular weapon attacks, OR gives DR against magical and technomagical attacks. While this sounds like a lot of book keeping, it really isn't, since when Technomagical Armor is being used for DR, the attack is effectively a "touch" attack, a number that is already noted. The <u>ARSENAL</u> book lists different AC and DR values for technomagical armors.</p><p></p><p>Creatures with Natural Armor are either treated like regular armor (if it is a natural animal like a rhino) or technomagical armor (if it is a magical beast). Natural armor (like stone skin) and armor bonuses (like Mage Armor) given by spells are treated as technomagical armor.</p><p></p><p>Lastly, the beings of the Wild (especially the halflings and druids) have developed special forms of archaic armor that mimic the DR capability of technomagical armors against magic. This is due to special alchemical processing of materials and hides harvested from magical plants and beasts, i.e. a suit of leather armor made from Wyvern hide. These archaic armors are treated as technomagical armors against magic attacks, with their AC armor bonus being instead considered DR.</p><p></p><p>Like I said, it sounds much more complex then it is actually working out to be. It has already saved the life of one of the players, when he got hit with blaster fire, and would have died without the DR. Remember, a heavy blast pistol can be set to do up to 5d6 with each shot and a few of the swamp goblins they have been fighting are also armed with such.</p><p></p><p>skippy</p><p>GM of The Cursed Earth Campaign</p></blockquote><p></p>
[QUOTE="skippy_the_witch, post: 1584279, member: 18980"] I use a combination of the rules from the [U]ARSENAL[/U] book and regular 3.5 ed AC rules. Mine is a technomagical semi-post apocalyptic campaign, which means you have blasters and like along with swords and bows. Doing a straight DR, especially with technomagical armors, leads to players walking around who are basically immune to arrows and all but the luckiest swords strokes. But, as one of my players put it, "we are all just one blast grenade away from dying." Thus, I created a hodge podge of the two. First, all characters and monsters get an AC "class" bonus, because critters and people of the Cursed Earth are tougher then the average bears (see [U]ARSENAL[/U] ). Second, regular armor from the Wild (i.e. standard 3.5 DND armor) is treated like normal, just giving AC bonus to all attacks. Technomagical Armor gives an AC bonus against regular weapon attacks, OR gives DR against magical and technomagical attacks. While this sounds like a lot of book keeping, it really isn't, since when Technomagical Armor is being used for DR, the attack is effectively a "touch" attack, a number that is already noted. The [U]ARSENAL[/U] book lists different AC and DR values for technomagical armors. Creatures with Natural Armor are either treated like regular armor (if it is a natural animal like a rhino) or technomagical armor (if it is a magical beast). Natural armor (like stone skin) and armor bonuses (like Mage Armor) given by spells are treated as technomagical armor. Lastly, the beings of the Wild (especially the halflings and druids) have developed special forms of archaic armor that mimic the DR capability of technomagical armors against magic. This is due to special alchemical processing of materials and hides harvested from magical plants and beasts, i.e. a suit of leather armor made from Wyvern hide. These archaic armors are treated as technomagical armors against magic attacks, with their AC armor bonus being instead considered DR. Like I said, it sounds much more complex then it is actually working out to be. It has already saved the life of one of the players, when he got hit with blaster fire, and would have died without the DR. Remember, a heavy blast pistol can be set to do up to 5d6 with each shot and a few of the swamp goblins they have been fighting are also armed with such. skippy GM of The Cursed Earth Campaign [/QUOTE]
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A good Armor Class Bonus to Damage Reduction house rule?
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