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Another "Armor as DR" Thread
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<blockquote data-quote="Sadrik" data-source="post: 2496462" data-attributes="member: 14506"><p>Here were your design goals (I will compare them to what I have done):</p><p></p><p>Armor costs more and requires the feats to use. Check.</p><p></p><p>I did not follow through with this concept. I did like some of the ideas in this thread. The best one was assigning an AP value to every weapon that gives a penalty to the armor roll (I am thinking values of 0, 1 and 2).</p><p></p><p>This is taken into account in my system by having an armor (DR) roll. If you only roll a 1, they got a joint. If you roll well your armor defended well. Finessible weapons could be given the higher AP numbers.</p><p></p><p>If I am not mistaken adamantine weapons count as a non-magical +1 and the armor gives DR of 1/-. These bonuses should just be tacked on to the existing values of equipment so a set of adamantine chain would be 1d8+1 DR.</p><p></p><p></p><p>+1 DR to your DR roll is good. +5 full plate would be 1d12+5 which would block 6-17 points of damage per hit!</p><p>Note also that +1 to hit and damage per enhancement bonus is really good in this system because the higher you can get your attack bonus the more potential damage you cause. (For every 1 you hit over the creatures AC you do an additional +1 damage).</p><p> </p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> It is. Each armor type increases by one higher die type from 1d2 to 1d12 each going up by a step of two. They are effective.</p><p></p><p>This would need to be playtested but I outlined a way for natural armor to work. Add both together. It may be too strong, my inclination would be that it is balanced.</p><p></p><p>No additional die rolls. But adds one calculation. The calculation for bonus damage (For every 1 you hit over the creatures AC you do an additional +1 damage).</p></blockquote><p></p>
[QUOTE="Sadrik, post: 2496462, member: 14506"] Here were your design goals (I will compare them to what I have done): Armor costs more and requires the feats to use. Check. I did not follow through with this concept. I did like some of the ideas in this thread. The best one was assigning an AP value to every weapon that gives a penalty to the armor roll (I am thinking values of 0, 1 and 2). This is taken into account in my system by having an armor (DR) roll. If you only roll a 1, they got a joint. If you roll well your armor defended well. Finessible weapons could be given the higher AP numbers. If I am not mistaken adamantine weapons count as a non-magical +1 and the armor gives DR of 1/-. These bonuses should just be tacked on to the existing values of equipment so a set of adamantine chain would be 1d8+1 DR. +1 DR to your DR roll is good. +5 full plate would be 1d12+5 which would block 6-17 points of damage per hit! Note also that +1 to hit and damage per enhancement bonus is really good in this system because the higher you can get your attack bonus the more potential damage you cause. (For every 1 you hit over the creatures AC you do an additional +1 damage). :D It is. Each armor type increases by one higher die type from 1d2 to 1d12 each going up by a step of two. They are effective. This would need to be playtested but I outlined a way for natural armor to work. Add both together. It may be too strong, my inclination would be that it is balanced. No additional die rolls. But adds one calculation. The calculation for bonus damage (For every 1 you hit over the creatures AC you do an additional +1 damage). [/QUOTE]
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