Viktyr Gehrig
First Post
Alright, I've once again house-ruled myself into a corner, and I'd like to turn to this community for help.
Currently, my House Rules are sitting on three variants that I think are generally superior to the standard D&D rules-- Armor as DR, Class Defense Bonuses, and d20 Modern style Damage Thresholds. For various reasons, I am not using them as described in Unearthed Arcana; chief among these reasons is that I do not like armor providing any bonus to Defense (especially when combined with CDB) and I think that characters with more armor proficiences should generally have less Defense, and not vice-versa.
Generally, I like the idea that prowess makes characters harder to hit, while equipment makes them more resistant to damage. (Though, it's possible to get DR from sheer toughness, as well.) I also like the interaction between damage-reducing armor and MDT-- armor not only makes characters take less damage, it protects them from making as many Massive Damage Saves.
So, with that explanation out of the way, I would like to describe my current rules set-up (and then ask for help on making it better):
Unfortunately, I'm having some problems with this system.
Basically, my design goals here are:
In an earlier attempt to create good Armor as DR rules, I simply negated the AC portion of the armor, but I felt that this made too many armor types redundant. I've also tried having magical armor apply directly to DR, but this quickly made high-level armored opponents nearly invincible in melee-- or especially at range.
I've also strongly considered Alternity-style random armor protection, but I think that it would slow combat down too much, for too little benefit. I've also considered giving every weapon a specific AP value that negates only so much armor, or giving every weapon a specific AP die that determines how much armor the weapon negates that attack. Unfortunately, I think all of these options would also slow combat down too much.
So... can anyone (especially others interested in Armor as DR) help me out?
Currently, my House Rules are sitting on three variants that I think are generally superior to the standard D&D rules-- Armor as DR, Class Defense Bonuses, and d20 Modern style Damage Thresholds. For various reasons, I am not using them as described in Unearthed Arcana; chief among these reasons is that I do not like armor providing any bonus to Defense (especially when combined with CDB) and I think that characters with more armor proficiences should generally have less Defense, and not vice-versa.
Generally, I like the idea that prowess makes characters harder to hit, while equipment makes them more resistant to damage. (Though, it's possible to get DR from sheer toughness, as well.) I also like the interaction between damage-reducing armor and MDT-- armor not only makes characters take less damage, it protects them from making as many Massive Damage Saves.
So, with that explanation out of the way, I would like to describe my current rules set-up (and then ask for help on making it better):
- Armor values are derived from the values in the PHB; armor provides one-half its value (rounded up) as x/adamantine DR and half (rounded down) as damage conversion (turning lethal damage into subdual damage).
- Natural armor uses the same progression, though I could implement the reduced rates suggested in Unearthed Arcana instead.
- Natural and manufactured armor do not stack.
- Some weapons have the quality Armor Piercing, allowing them to ignore the DR portion of armor. (Effectively making said armors x/adamantine or armor piercing.)
- Characters wielding Light melee weapons may take a single attack as a standard action, at a -4 penalty, to ignore armor completely.
- Unlike in Unearthed Arcana, magic armors do not add their enhancement bonus to Defense; instead, they simply increase the armor's value and recalculate DR and Conversion.
Unfortunately, I'm having some problems with this system.
- Armor is disportionately useful to Undead and Constructs.
- Creatures with large natural armor bonuses are practically invincible, but increasing the ratio of Conversion to DR simply makes them far more likely to fall unconscious. This would be... weird.
- The rules are too complicated for smooth play in combat.
- Taking a -4 to hit to ignore DR 4 and Conversion 4 is too little, but taking -4 to ignore DR 2 and Conversion 2 is too much.
- Tracking the interactions between armor-piercing and adamantine weapons vs. normal and adamantine armor is a pain in the ass. These rules also make adamantine equipment (and 16th level Monks) disportionately powerful.
- I cannot figure out a good system for handling magical armor-- most of my solutions have either been too powerful or too weak.
Basically, my design goals here are:
- Have armor reduce damage taken by characters a fair amount for the gp and feat investment.
- Provide a small tactical element with weapon choices against armored vs. unarmored targets.
- Allow finesse and ranged fighters to still be relatively effective against armored opponents without using Sneak Attack.
- Give adamantine weapons and armor a substantial advantage without making them unbalancing.
- Give magical armor a substantial advantage without making it unbalancing.
- Make certain that heavier and more expensive armor is generally more effective, and that each increase in magical bonus provides a benefit.
- Allow characters with natural armor to enjoy the benefits without becoming unbalanced-- possibly allowing for characters to benefit from both natural and manufactured armor.
- Do all of this in a way that doesn't bog down combat.
In an earlier attempt to create good Armor as DR rules, I simply negated the AC portion of the armor, but I felt that this made too many armor types redundant. I've also tried having magical armor apply directly to DR, but this quickly made high-level armored opponents nearly invincible in melee-- or especially at range.
I've also strongly considered Alternity-style random armor protection, but I think that it would slow combat down too much, for too little benefit. I've also considered giving every weapon a specific AP value that negates only so much armor, or giving every weapon a specific AP die that determines how much armor the weapon negates that attack. Unfortunately, I think all of these options would also slow combat down too much.
So... can anyone (especially others interested in Armor as DR) help me out?