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<blockquote data-quote="CapnZapp" data-source="post: 7996687" data-attributes="member: 12731"><p>The following is really nothing more than a huge aside. Hope you see why you shouldn't put too much significance onto it, Dave.</p><p></p><p>[SPOILER=Anyways, I put it in spoilers]</p><p>I'm sure you're aware armor-as-DR has a profound effect on the standard D&D combat engine.</p><p></p><p>In a loosey-goosey game such as 5E I'm sure it's easy to compensate for this, but I would strongly recommend you hold off experimenting with it in a tightly wound game such as PF2 until you have acquainted yourself with the system.</p><p></p><p>I really mean it. Paizo has created a game where every little +1 has meaning, and carries a cost. I am personally doubtful it is even possible to retain that balance with armor-as-DR. On one hand you have the Barbarian making less accurate but very powerful blows. On the other you have the Ranger making many less-powerful blows. In the middle there's the Fighter, making highly accurate blows.</p><p></p><p>Introducing DR to every foe would be a huge nerf to the Ranger (and area spells such as Fireball too probably) and a major boon to the Barbarian. The Fighter too, I would suspect, given the way crits work in PF2. They are an absolutely critical component to take into account of any system analysis, but doubly so here, where the value of crits would be even greater (since you presumably don't count armor-DR twice). You certainly can't implement it the standard way (where AC drops one step per DR gained) without changing criticals, and thus disassembling the entire foundation of PF2. Add to that the way you deal more damage as you level up, significantly so (you might start out doing 1d8+4 damage and end up dealing 4d8+2d6+12 damage, with <em>every</em> attack). This should tell you that the plain armor-as-DR system makes assumptions that simply do not hold true of this particular iteration of D&D. Do you let each armor potency rune double its DR, for instance?</p><p></p><p>PS. I don't think it's particularly possible in 5E or indeed in any game of D&D either (to add armor-as-DR while preserving perfect balance), but there one balance might work just as well as another. But in PF2 this would likely mean that whole swaths of feats become more powerful at the expense of others. And when I say "swaths" I mean "literally hundreds". That makes the task much more work intensive, probably well past the point where the payoff isn't worth the effort.</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7996687, member: 12731"] The following is really nothing more than a huge aside. Hope you see why you shouldn't put too much significance onto it, Dave. [SPOILER=Anyways, I put it in spoilers] I'm sure you're aware armor-as-DR has a profound effect on the standard D&D combat engine. In a loosey-goosey game such as 5E I'm sure it's easy to compensate for this, but I would strongly recommend you hold off experimenting with it in a tightly wound game such as PF2 until you have acquainted yourself with the system. I really mean it. Paizo has created a game where every little +1 has meaning, and carries a cost. I am personally doubtful it is even possible to retain that balance with armor-as-DR. On one hand you have the Barbarian making less accurate but very powerful blows. On the other you have the Ranger making many less-powerful blows. In the middle there's the Fighter, making highly accurate blows. Introducing DR to every foe would be a huge nerf to the Ranger (and area spells such as Fireball too probably) and a major boon to the Barbarian. The Fighter too, I would suspect, given the way crits work in PF2. They are an absolutely critical component to take into account of any system analysis, but doubly so here, where the value of crits would be even greater (since you presumably don't count armor-DR twice). You certainly can't implement it the standard way (where AC drops one step per DR gained) without changing criticals, and thus disassembling the entire foundation of PF2. Add to that the way you deal more damage as you level up, significantly so (you might start out doing 1d8+4 damage and end up dealing 4d8+2d6+12 damage, with [I]every[/I] attack). This should tell you that the plain armor-as-DR system makes assumptions that simply do not hold true of this particular iteration of D&D. Do you let each armor potency rune double its DR, for instance? PS. I don't think it's particularly possible in 5E or indeed in any game of D&D either (to add armor-as-DR while preserving perfect balance), but there one balance might work just as well as another. But in PF2 this would likely mean that whole swaths of feats become more powerful at the expense of others. And when I say "swaths" I mean "literally hundreds". That makes the task much more work intensive, probably well past the point where the payoff isn't worth the effort. [/SPOILER] [/QUOTE]
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