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General Tabletop Discussion
*Pathfinder & Starfinder
Armor as Damage Reduction (how to make it work for you)
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<blockquote data-quote="handforged" data-source="post: 1275234" data-attributes="member: 2027"><p>I really like this idea overall. I have an idea though... What if critical hits totally ignored the new AC. I would also remove the feint ability of halving Armor bonus to AC. This way when you crit it really shows that you have made it through the chinks in the armor. And parrying becomes that much more important.</p><p></p><p></p><p></p><p>Criticals will be much easier to confirm, and this is definitely an issue with this particular idea. What if the armor bonus of a particular armor was added into the target of the confirm roll? This would decrease the number of confirms back to approximately where they are without this system.</p><p></p><p>If a player wanted to create a character that took advantage of this system, things that increase critical range of a particular weapon should be pursued, so as to create more opportunity for a critical.</p><p></p><p>Finessable weapons no longer exist under this system, because all attacks are based on Dexterity.</p><p></p><p>As an example.</p><p></p><p>Rolph, a dexterous fighter with a dagger, rolls a hit and threatens a critical against Justin, a not so dexterous fighter in full plate. If he confirms the critical(with the armor's armor bonus added to the AC, to reflect this particular armor's resistance to such attacks) all of the damage goes through, obviously Roplh has found a hole in the armor, and scored a very damaging hit, perhaps driving his dagger into Justin's armpit.</p><p></p><p>This requires keeping up with the different AC's. The Evasion Class to hit, the Armor Class to absorb damage, and the Crit Confirmation Number, but it does reflect things like the dragon. Very easy to hit with an arrow, very hard to damage with an arrow, but when you do, man it hurts.</p><p></p><p>let me know what you think.</p><p></p><p>~hf</p></blockquote><p></p>
[QUOTE="handforged, post: 1275234, member: 2027"] I really like this idea overall. I have an idea though... What if critical hits totally ignored the new AC. I would also remove the feint ability of halving Armor bonus to AC. This way when you crit it really shows that you have made it through the chinks in the armor. And parrying becomes that much more important. Criticals will be much easier to confirm, and this is definitely an issue with this particular idea. What if the armor bonus of a particular armor was added into the target of the confirm roll? This would decrease the number of confirms back to approximately where they are without this system. If a player wanted to create a character that took advantage of this system, things that increase critical range of a particular weapon should be pursued, so as to create more opportunity for a critical. Finessable weapons no longer exist under this system, because all attacks are based on Dexterity. As an example. Rolph, a dexterous fighter with a dagger, rolls a hit and threatens a critical against Justin, a not so dexterous fighter in full plate. If he confirms the critical(with the armor's armor bonus added to the AC, to reflect this particular armor's resistance to such attacks) all of the damage goes through, obviously Roplh has found a hole in the armor, and scored a very damaging hit, perhaps driving his dagger into Justin's armpit. This requires keeping up with the different AC's. The Evasion Class to hit, the Armor Class to absorb damage, and the Crit Confirmation Number, but it does reflect things like the dragon. Very easy to hit with an arrow, very hard to damage with an arrow, but when you do, man it hurts. let me know what you think. ~hf [/QUOTE]
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Armor as Damage Reduction (how to make it work for you)
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