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Abilities as the Core - uh yeah...
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<blockquote data-quote="CuRoi" data-source="post: 5630984" data-attributes="member: 98032"><p>Here's the funny thing: I pretty much agree with you <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>I've always resisted armor as DR for just the reasons you detail. It crept into this idea and latched because the whole attribute attacks/defense at the core. It just seemed more intuitive for someone to attack Dexterity to hit a target and then Armor intercepts the damage if the target is hit. But I do fully agree it could add too many steps to combat, slow things down, and "nerf" martial classes.</p><p> </p><p>I think I have a few things in place that will keep it from nerfing martial classes. Namely, Magic and special materials give a bonus to a weapon's damage (and only damage). This in turn will help overcome DR as players increase in level (or at least keep it on a level playing field as opponents armor materials increase as well). </p><p> </p><p>Also, I'm altering the critical rules so that a critical is scored anytime you beat your opponents Dex Defense by 20 - not just a natural 20, and there is no confirmation roll. </p><p> </p><p>So while those wearing armor will suffer less damage overall (sometimes no damage as you point out) they are also prone to being hit by more critical shots from higher level foes because they are less manuverable. True, a mid level fighter in plate mail might be nigh invulnerable to a bunch of Kobolds (until the kobolds switch tactics to a swarming grapple/pin which makes sense against well armored foes). However, if a high level fighter attacks that plate mail wearing mid-level fighter, they'll be doling out some serious damage which the armor will only partly mitigate.</p><p> </p><p>(It may even be the case that very heavy armor becomes standard at mid levels but players return back to lighter armors as they increase in level so as not to sacrifice the manuverability.)</p><p> </p><p>Of course, its all theory and only some limited play testing has been done. Hopefully I can get my group to agree to help me try it out. </p><p> </p><p>I do need an alternate for several things though - the conditions system may be unwieldy in play and the Armor as DR idea may not work as you point out. Still thinking of alternatives...</p></blockquote><p></p>
[QUOTE="CuRoi, post: 5630984, member: 98032"] Here's the funny thing: I pretty much agree with you :) I've always resisted armor as DR for just the reasons you detail. It crept into this idea and latched because the whole attribute attacks/defense at the core. It just seemed more intuitive for someone to attack Dexterity to hit a target and then Armor intercepts the damage if the target is hit. But I do fully agree it could add too many steps to combat, slow things down, and "nerf" martial classes. I think I have a few things in place that will keep it from nerfing martial classes. Namely, Magic and special materials give a bonus to a weapon's damage (and only damage). This in turn will help overcome DR as players increase in level (or at least keep it on a level playing field as opponents armor materials increase as well). Also, I'm altering the critical rules so that a critical is scored anytime you beat your opponents Dex Defense by 20 - not just a natural 20, and there is no confirmation roll. So while those wearing armor will suffer less damage overall (sometimes no damage as you point out) they are also prone to being hit by more critical shots from higher level foes because they are less manuverable. True, a mid level fighter in plate mail might be nigh invulnerable to a bunch of Kobolds (until the kobolds switch tactics to a swarming grapple/pin which makes sense against well armored foes). However, if a high level fighter attacks that plate mail wearing mid-level fighter, they'll be doling out some serious damage which the armor will only partly mitigate. (It may even be the case that very heavy armor becomes standard at mid levels but players return back to lighter armors as they increase in level so as not to sacrifice the manuverability.) Of course, its all theory and only some limited play testing has been done. Hopefully I can get my group to agree to help me try it out. I do need an alternate for several things though - the conditions system may be unwieldy in play and the Armor as DR idea may not work as you point out. Still thinking of alternatives... [/QUOTE]
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