AC per level

Re: Re: AC per level

ColonelHardisson said:


That's what the increase in hit points represents. Hit points have never really represented simple physical damage. They represent luck, intuition, dodging ability, etc.

While I agree this is what hit points were/are supposed to represent, I have always thought it was a very bad way to handle things; hit points should have been designed as a measure of physical damage only.

There have always been a number of flaws in the "PhysDamage + Luck + Intuition + Dodge" reasoning. Perhaps the most obvious one is that when I'm asleep, my intuition and ability to dodge are reduced to nil, but my hit points don't drop to reflect that, just my AC. Things like sneak attacks and the coup de grace make some effort to address this, but I believe they just perpetuate a bad system. "Uh, we don't have a mechanic for changing the amount of damage the target can withstand when sleeping, caught flat footed or helpless, so let's just raise the amount of damage the attack does in those situations."

Like nute said, AC is about not getting hit at all.

When a 1st level fighter gets hit once for 8 h.p. and a 12th level fighter gets hit several times for a total of 40 h.p., it's all very well for the big guy to say "'Tis but a flesh wound" but guess what? The life-threatening 8 h.p. taken by his less buff comrade can be completely healed with a single application of cure light wounds, while his own "flesh wound" is going to require either a cure critical wounds or multiple applications of a lesser healing spell, making him a much bigger drain on the cleric's spells for the day.

Odd that person who apparently sustained less serious damage requires stronger healing magic -- or are we supposed to believe that the cure...wounds spells also repair "damage" to luck, intuition and the ability to dodge?

Using hit points to represent luck, dodging, etc. doesn't work particularly well because, although the damage sustained is in proportion to the amount of total punishment the character can be subjected to and survive (as a result of luck, dodging, etc.), the damage cannot be repaired in proportion to that. Now, if the cure...wounds spells were rewritten so that they healed a fixed percentage of the target's full h.p. total, plus +1 h.p. per caster level, it might make more sense. Off the top of my head, with no playtesting whatsoever, I might suggest that cure light, moderate, serious and critical wounds could cure 10%, 20%, 40% and 80% respectively, of a character's h.p. total, plus the hit point bonus for caster level.

That means the 1st level fighter in the above example is probably going to need a cure serious wound while the 12th level fighter can get by with a cure moderate wounds. Sounds more reasonable, but the difficulty this creates is that it means low level characters are going to need access to higher level healing spells a lot more often than higher level characters...that makes it tough on the PC cleric who doesn't have those spells yet. Multiple applications of CLW will work, but he's going to be using those spells up at a much higher rate, so PC mortality will increase.

But then if you adopted this system (or almost any system that treated h.p. as a measure of physical damage only) then there'd be no need for 12th level characters to have 100+ h.p. Lowering the rate of h.p. increase for characters means rethinking the damage caps for higher level spells, modifying almost every entry in the Monster Manual, and...just way too big a can of worms.

Not wanting combat to be any more complicated or time consuming than it needs to be, most of the groups I've played with have just left things as they are, but almost all of them agreed that the D&D hit point system was a fairly large design flaw. Since the presence of that flaw didn't keep us from playing the game, we'd usually just shrug and get on with it.
 

log in or register to remove this ad

Agback said:


It may include them, but it does not imply them.

Would you say that Casablanca or Double Jeopardy is not cinematic? What about The Mark of Zorro or Robin Hood? To use the word that way is absurd.

Regards,


Agback

No, of course they are cinematic...but so is a fall into a big sea of lava that is survived by some incredible miracle, by sheer resistance or anything else...and by the way, falling into a sea of lava should kill any character without protection of any kind within 2 or 3 rounds, even in D&D :)
20d6/round on immersion, if I remember right
 
Last edited:

Damon Griffin,

You highlight exactly the anomalies I was mentioning before in regards to healing vs. damage. Game mechanics-wise, it makes sense for the low level cleric to keep the party humming along at lower levels where as at higher levels, he needs greater healings for the same effect. I suppose it's just something we have gotten so used to, we simply don't question such things.

However, to put a little bit more sense and logic into it and purely as a hypothetical exercise, you could use the following basic concepts in future game design. [I'm not very experienced with alternative game systems so if anyone knows a system similar to the following, please post].

Base HP's remain static based upon race and do not go up every level.
You can have a modifier such as Constitution or Fitness which affects the base HP's - and may be improved as a character goes up in level.
Luck, intuition and skill are divorced from HP's and are represented by other variables: Armor Class, Melee Skills and of course luck - the usual rolling of the d20.
Damage done by weapons obviously changes. One's attack skills are opposed by an opponents AC etc. and the type of hit scored is categorised: light, moderate, serious, critical - each of which produces a specific damage based upon weapon type and the category.
Healing follows a similar system: light, moderate, serious and critical.

In essence, it is divorcing the intuition, luck quotients etc. that will alleviate the numerous anomalies in the current d20 system. However in doing so, you most probably create a raft of new anomalies. Oh well :).

Best Regards
Herremann the Wise
 

Aitch Eye said:


I agree, and if they directly addressed why it is a character can take more and more damage as they go up in levels, I wouldn't argue the point, even if I didn't particularly like their explanation. Can you point me to where they've done so? Without that, I don't see any justification for the mechanic, so I'll consider the old explanation more valid, because at least it tries to address the issue, though not entirely successfully.

Hit points are Plot Protection, that's all there is to it.

High level people - including commoners and experts - have more hit points and higher skill caps because they are More Important, and thus they enjoy more Plot Protection. It's the same reason the nameless guys fold up with a single shot, while the hero (or the villain) can say "it's just a flesh wound".

Alternately, hit points = badassedness. (Actually, level = badassedness, but hit points are tied to level, so there you go.) Level is a measure of that factor which makes people say 'wow...that dude is a real badass'. Badass Dudes are always better than those that are less badass, which is why they have cooler spells, better skills, niftier toys, more kick-ass combat moves and, yes, more hitpoints.

To get back on topic - one thing you will note about the systems that have a level-based AC bonus, like d20 Modern (I think?), Spycraft, Wheel of Time, and Star Wars: they don't have magic armor. If you are going to add in a level-based bonus to AC, I strongly advise removing magic armor (or at least enhancement bonuses) from the game. Otherwise, your players are going to wind up with ACs too high to be hit.

J
 

drnuncheon said:
To get back on topic - one thing you will note about the systems that have a level-based AC bonus, like d20 Modern (I think?), Spycraft, Wheel of Time, and Star Wars: they don't have magic armor. If you are going to add in a level-based bonus to AC, I strongly advise removing magic armor (or at least enhancement bonuses) from the game. Otherwise, your players are going to wind up with ACs too high to be hit.
Exactly. WoT and Star Wars have heroes, while D&D has item mongers. In order to add a Defense bonus to D&D, you have to lower the AC bonuses available from other sources.
 

Urbannen said:
I couldn't agree more, Datt. This topic has been addressed in different threads, but one simple solution I've heard is to give a dodge bonus equal to one-half a character's base attack bonus. Check out Stars Wars and Wheel of Time d20 games for examples of combat systems that use class related AC bonuses.

Damn people beat me to it
 

My own idea

Too much has already been said for me to effectively argue the point either way. So, instead, here are my favored house rules:

VP/WP system
Monsters receive all former HP as WP with no VP
Subdual damage deals regular damage except against WP, in which case it is treated as subdual damage, equaling or exceeding current WP causes staggered or unconscious conditions.
Sneak attacks deal VP damage first, like normal damage
Critical multipliers decreased by 1 (greataxe dealse double damage directly to WP, be careful before you allow a normally x4 crit weapon to be used extensively by a PC)
Critical hits on characters with no VP left deal the weapon's NORMAL multiplier and count as a coup de grace
Class defense bonus to AC (works as dodge bonus)
Ring of Protection cost +100%, maximum bonus +2
Amulet of Natural armor cost +50&, maximum bonus +3
Armor cannot have enhancement bonus (except natural, like from adamantine), +1 no longer required to have special abilities (special ability limit +10 for awesome resistance armor), Invulnerability works after armor DR (see below) is applied but does stack with creature DR.
Armor provides damage reduction equal to normal AC bonus, but only against WP damage. Stacks with creature damage reduction. Shields still provide AC bonuses.
Fortification costs are +1, +2, +4 instead of +1, +3, +5 (more useful than before, but I'm being nice here because of scythes and mercurial greatswords)
Shield enhancement bonus limited to +3 (special ability + enhancement limit +10)
Bracers of armor only provide armor bonus to +3 (maximum +8 with special abilities)
Dodge feat provides +2 dodge bonus instead of +1
"Attacks" that realistically damage the body no matter what ignore VP (heroes don't EVER survive lava or crushing walls without resistance items or etherealness, but falling characters or falling boulders can have the damage be narrowly avoided at the expense of VP)
Energy resistance items (such as rings of elemental resistance) cost 25% less. Energy resistance on armor costs +2 instead of +3.
Vorpal weapons are +4 (YOUR DISCRETION if you use this system, but it's less useful when crits kill more often anyway)
Keen or impact weapons are +2 (again, your discretion on this one, but crits are deadlier now)
Toughness feat provides +3 WP, Quickness feat provides +3 VP (as in Star Wars)

As you can see, this is a rather fleshed out system, and has been playtested extensively. It works well, but makes the game more realistic (poor poor dungeon delving PC who sets off the crushing walls) and less D&D-like. My group likes it because we are big-time gamers and not necessarily big-time D&D players. Plus it's nice for 20th-level unarmored samurai characters.

If anyone wants to know what classes get what defense bonuses to AC, just e-mail me at Lan@theddk.com and I'll get it to you.
 

Lava damage

By the way, whoever said 20d6 damage from lava per round was right, but forgot this. It deals 10d6 damage for 3 rounds after the character exits. Thus, in my VP/WP system, that's a MINIMUM of 50 WP, MORE than sufficient to kill that arrogant PC, and maximum of 300 WOUND POINTS. Plenty sufficient to kill most monsters, too.
 


Genshou

I like that VP/WP thing you've got there. I was already planning to start a 3.5 Midnight campaign with VP/WP incorporated.

How do handle regeneration and fast healing? By their sound, they should only cure WP. Should there be a new category of "rejuvenation" that rapidly restores VP also?
 

Remove ads

Top