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General Tabletop Discussion
*Pathfinder & Starfinder
Adding Defense Bonus Without Increasing Combat Length
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<blockquote data-quote="A'koss" data-source="post: 1861654" data-attributes="member: 840"><p>You might be able to mine something out of the rules we used for our low magic game which were designed be quick in play... I'll tweak it a little bit for standard play.</p><p> </p><p>IOC, you essentially have two different "ACs" - AC and DAC (Damage Absorbsion Class).</p><p> </p><p><strong>AC</strong> = 10 + Class based bonus + Dex + Shield + Misc. Magic.</p><p> </p><p>AC is essentially those components which keep you from getting hit <em>at all</em>.</p><p> </p><p><strong>DAC</strong> = AC + Armor bonuses + Magical Armor bonues.</p><p> </p><p>DAC represents the ability of armor to absorb blows.</p><p> </p><p> </p><p>How it works is this - If you hit the target's AC, but not high enough to hit his DAC, you inflict subdual damage. If you hit your target well enough to reach his DAC, the damage you inflict is real. </p><p> </p><p>That's it.</p><p> </p><p>The DAC acts a kind of buffer and subdual damage is a lot easier to recover from. It worked well in play because there was little time impact from the change. Make one roll, compare against two numbers and there was no additional math to the damage. The only thing you'll have to work out is how much of a class based AC bonus you want to give out.</p><p> </p><p>IMC, I had armor have an impact class-based AC bonuses and at high levels, it was actually more advantagous to wear *less* armor.</p><p> </p><p>Light armor (that imposes an armor check penalty): Bonus reduced to 3/4</p><p>Medium armor: Bonus reduced to 1/2</p><p>Heavy armor: Bonus reduced to 1/4</p><p> </p><p>Hope this helps...</p><p> </p><p>Cheers!</p></blockquote><p></p>
[QUOTE="A'koss, post: 1861654, member: 840"] You might be able to mine something out of the rules we used for our low magic game which were designed be quick in play... I'll tweak it a little bit for standard play. IOC, you essentially have two different "ACs" - AC and DAC (Damage Absorbsion Class). [b]AC[/b] = 10 + Class based bonus + Dex + Shield + Misc. Magic. AC is essentially those components which keep you from getting hit [i]at all[/i]. [b]DAC[/b] = AC + Armor bonuses + Magical Armor bonues. DAC represents the ability of armor to absorb blows. How it works is this - If you hit the target's AC, but not high enough to hit his DAC, you inflict subdual damage. If you hit your target well enough to reach his DAC, the damage you inflict is real. That's it. The DAC acts a kind of buffer and subdual damage is a lot easier to recover from. It worked well in play because there was little time impact from the change. Make one roll, compare against two numbers and there was no additional math to the damage. The only thing you'll have to work out is how much of a class based AC bonus you want to give out. IMC, I had armor have an impact class-based AC bonuses and at high levels, it was actually more advantagous to wear *less* armor. Light armor (that imposes an armor check penalty): Bonus reduced to 3/4 Medium armor: Bonus reduced to 1/2 Heavy armor: Bonus reduced to 1/4 Hope this helps... Cheers! [/QUOTE]
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General Tabletop Discussion
*Pathfinder & Starfinder
Adding Defense Bonus Without Increasing Combat Length
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