Sonofapreacherman
Explorer
I've been using armor as damage reduction for a while now, and with no significant slow down in game play (after the initial learning curve). But I did have to make some systemic changes to combat.
First of all, I made it so that Dexterity modifies "all" attack rolls to hit.
This may seem like a strange way to convert armor into damage reduction, but if you just bear with me, it will all make sense.
If Dexterity is now integral to aiming your shots "and" guiding your blows, then one has to wonder ... what are you hitting exactly? My answer to that question is simple.
The surface.
Meaning ... when Dexterity modifies all attack rolls (not just ranged) then you are no longer rolling to "overcome" armor; you are rolling to "hit" your opponent, and nothing more. This is essentially no different than making a touch attack. If you can wrap your mind around that concept, then you are well on your way to understanding how this variant combat system works.
Armor Class (AC) still exists in this variant combat system, but it serves a completely different purpose. Evasion Class (EC) replaces the old function of Armor Class, so that you roll against your opponent's Evasion Class in order to score a hit (which, once again, equates to making a touch attack). In order to damage your opponent after a successful attack, roll damage normally but subtract their Armor Class (AC) from that amount (which means that Armor Class basically equates to damage reduction). Armor Class (AC) is the sum of your armor bonus, natural armor, and damage reduction.
Stacking on armor has a definite advantage, but one that also comes with a new penalty. The Maximum Dex Bonus for armor affects two Dexterity modifiers now. Not just your ability to avoid attacks, but also your ability to make them. So while the heavily armored character takes less damage, their ability to successfully hit opponents is consequently impaired. Meanwhile, the lightly armored character is taking more damage but also hitting more often.
Which brings us full circle. While it becomes relatively easy to succeed at hitting your opponent's Evasion Class, the difficulty of damaging that opponent is now represented by overcoming the damage reduction of their Armor Class. This consequently maintains the presence of high Strength characters in melee combat without spawning a disproportionate number of Dexterity-based warriors.
Now some of the more veteran players among you will be quick to point out that the odds still favor heavily armored, Strength-based characters, and you'd be right. Which is why this variant combat system would be incomplete without rules for a "Parry" special attack action.
In order to parry a melee attack, you have to give up an attack of opportunity for that round and make an opposed attack roll against your opponent. There's a little more to it than that, and parry feats aplenty, but in the same way that armor limits the Maximum Dex Bonus on attacks, it also limits parrying (essentially being the same modified attack roll).
Meaning ... lightly armored characters will make successful parry rolls more often than heavily armored characters. And therein lies the balance (not to mention rules for Sundering Armor that is Worn or Natural Armor) and Sundering a Carried or Worn Object.
What I have found using this system is that combat becomes a lot more "tense". Melee-driven characters have to make a choice early on in their careers. Do I cover myself in armor and plow through combat, or do I wear little or no armor and avoid those attacks in the first place? Do I sacrifice my attack of opportunity to potentially deflect a successful attack, or do I save my attack of opportunity to prevent opponents from attempting special attacks with impunity?
Simply put, I have added an additional step to combat with the opposed parry roll. Some of you will scoff at me for that, and you're certainly inclined, but I can assure any skeptics that what little you lose in time will be more than made up for in strategy and suspense-filled action. Characters play a much greater roll in saving their own necks using these rules, and I can already tell you from experience -- they enjoy being so empowered.
Gone are the days of ...
DM: "What's your Armor Class?"
Player: "15"
The DM rolls some dice.
DM: "I hit. Take 10 damage."
Player: "Okay, I'm unconscious."
***
Now the biggest criticism I hear towards using armor damage reduction is that weak melee weapons simply fail to break through high damage reduction armor.
Well, here's a controversial thought. Why should they? What man in their right mind would go up to a fighter in full plate armor wielding an dagger? They might score a critical hit, and with a decent Strength bonus, do some insignificant amount of damage, but it's largely pointless. You should be thinking about another (perhaps non-melee based) way to damage such an opponent.
If this school of thought does not appeal to you, then here is another way to go about it. The Chink in the Armor feat halves the AC of an opponent. Such a feat would do the exact same thing against armor used as damage reduction.
If you don't like using feats to solve a proplem, then here is yet another way to go about it. Fienting in combat negates the Dexerity bonus of your opponent. It could also negate a portion of armor used as damage reduction (by an amount equal to your Dexterity bonus).
Essentially, a rogue with 20 dexterity who successfully feints in combat to negate armor (rather than Dexterity), reduces the damage reduction of their full plate wearing opponent from DR 8/— to DR 3/—.
Making one deceptively small change to how Dexterity works has been a lesson in the cascading nature of revisions. One change lead to the next, that incited another, that prompted two more, and so on. As a friend of mine in Ireland put it ... "Necessity is a hard taskmaster". Still, I feel very strongly that armor can be used as damage reduction without any perceptable impact on game speed. In fact, I find it has improved the game tenfold.
First of all, I made it so that Dexterity modifies "all" attack rolls to hit.
This may seem like a strange way to convert armor into damage reduction, but if you just bear with me, it will all make sense.
If Dexterity is now integral to aiming your shots "and" guiding your blows, then one has to wonder ... what are you hitting exactly? My answer to that question is simple.
The surface.
Meaning ... when Dexterity modifies all attack rolls (not just ranged) then you are no longer rolling to "overcome" armor; you are rolling to "hit" your opponent, and nothing more. This is essentially no different than making a touch attack. If you can wrap your mind around that concept, then you are well on your way to understanding how this variant combat system works.
Armor Class (AC) still exists in this variant combat system, but it serves a completely different purpose. Evasion Class (EC) replaces the old function of Armor Class, so that you roll against your opponent's Evasion Class in order to score a hit (which, once again, equates to making a touch attack). In order to damage your opponent after a successful attack, roll damage normally but subtract their Armor Class (AC) from that amount (which means that Armor Class basically equates to damage reduction). Armor Class (AC) is the sum of your armor bonus, natural armor, and damage reduction.
Stacking on armor has a definite advantage, but one that also comes with a new penalty. The Maximum Dex Bonus for armor affects two Dexterity modifiers now. Not just your ability to avoid attacks, but also your ability to make them. So while the heavily armored character takes less damage, their ability to successfully hit opponents is consequently impaired. Meanwhile, the lightly armored character is taking more damage but also hitting more often.
Which brings us full circle. While it becomes relatively easy to succeed at hitting your opponent's Evasion Class, the difficulty of damaging that opponent is now represented by overcoming the damage reduction of their Armor Class. This consequently maintains the presence of high Strength characters in melee combat without spawning a disproportionate number of Dexterity-based warriors.
Now some of the more veteran players among you will be quick to point out that the odds still favor heavily armored, Strength-based characters, and you'd be right. Which is why this variant combat system would be incomplete without rules for a "Parry" special attack action.
In order to parry a melee attack, you have to give up an attack of opportunity for that round and make an opposed attack roll against your opponent. There's a little more to it than that, and parry feats aplenty, but in the same way that armor limits the Maximum Dex Bonus on attacks, it also limits parrying (essentially being the same modified attack roll).
Meaning ... lightly armored characters will make successful parry rolls more often than heavily armored characters. And therein lies the balance (not to mention rules for Sundering Armor that is Worn or Natural Armor) and Sundering a Carried or Worn Object.
What I have found using this system is that combat becomes a lot more "tense". Melee-driven characters have to make a choice early on in their careers. Do I cover myself in armor and plow through combat, or do I wear little or no armor and avoid those attacks in the first place? Do I sacrifice my attack of opportunity to potentially deflect a successful attack, or do I save my attack of opportunity to prevent opponents from attempting special attacks with impunity?
Simply put, I have added an additional step to combat with the opposed parry roll. Some of you will scoff at me for that, and you're certainly inclined, but I can assure any skeptics that what little you lose in time will be more than made up for in strategy and suspense-filled action. Characters play a much greater roll in saving their own necks using these rules, and I can already tell you from experience -- they enjoy being so empowered.
Gone are the days of ...
DM: "What's your Armor Class?"
Player: "15"
The DM rolls some dice.
DM: "I hit. Take 10 damage."
Player: "Okay, I'm unconscious."
***
Now the biggest criticism I hear towards using armor damage reduction is that weak melee weapons simply fail to break through high damage reduction armor.
Well, here's a controversial thought. Why should they? What man in their right mind would go up to a fighter in full plate armor wielding an dagger? They might score a critical hit, and with a decent Strength bonus, do some insignificant amount of damage, but it's largely pointless. You should be thinking about another (perhaps non-melee based) way to damage such an opponent.
If this school of thought does not appeal to you, then here is another way to go about it. The Chink in the Armor feat halves the AC of an opponent. Such a feat would do the exact same thing against armor used as damage reduction.
If you don't like using feats to solve a proplem, then here is yet another way to go about it. Fienting in combat negates the Dexerity bonus of your opponent. It could also negate a portion of armor used as damage reduction (by an amount equal to your Dexterity bonus).
Essentially, a rogue with 20 dexterity who successfully feints in combat to negate armor (rather than Dexterity), reduces the damage reduction of their full plate wearing opponent from DR 8/— to DR 3/—.
Making one deceptively small change to how Dexterity works has been a lesson in the cascading nature of revisions. One change lead to the next, that incited another, that prompted two more, and so on. As a friend of mine in Ireland put it ... "Necessity is a hard taskmaster". Still, I feel very strongly that armor can be used as damage reduction without any perceptable impact on game speed. In fact, I find it has improved the game tenfold.
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