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*Dungeons & Dragons
Armor as Damage Reduction
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<blockquote data-quote="Blue" data-source="post: 6994914" data-attributes="member: 20564"><p>Mathematically interesting. The difference between a STR 10 and a STR 20 would still be the 5 points per hit on average. (Or DEX, depending on weapon.) Could leave spells with attack rolls completely unchanged.</p><p></p><p>A few concerns:</p><p></p><p>At table combat math - you need to subtract AC from roll to get the modifier, and then add it in to the damage. If the DM doesn't tell ACs he has get the damages and then modify them before tallying. Considering maybe 20 to-hit rolls a round between PCs and foes, that's a slowdown in play.</p><p></p><p>Makes bonuses to hit and AC more effective. Not items, they had a bonus to damage your stripped. But Bless will increase not just the rate of hits, but the expected damage on a hit. Shield will reduce the damage by 5 even if it still hits you. Could remove them, but it's more math.</p><p></p><p>The corrolation to that is Advantage becomes not just a better chance to do your base damage, but also a chance to increase your base damage. Disadvantage does the opposite. This multiplies the importance of these.</p><p></p><p>Damage inflation. With a 65% hit rate (seems often used for PR calculation around here), your modifier will go from +0 to +13, with +6.5 average. With ability modifiers for damage between +3 to +5, this is +116% to +30% bonus above what the ability score would normally give. This could be fixed by reducing all weapon damage by 4/3/2/1 based on tier.</p></blockquote><p></p>
[QUOTE="Blue, post: 6994914, member: 20564"] Mathematically interesting. The difference between a STR 10 and a STR 20 would still be the 5 points per hit on average. (Or DEX, depending on weapon.) Could leave spells with attack rolls completely unchanged. A few concerns: At table combat math - you need to subtract AC from roll to get the modifier, and then add it in to the damage. If the DM doesn't tell ACs he has get the damages and then modify them before tallying. Considering maybe 20 to-hit rolls a round between PCs and foes, that's a slowdown in play. Makes bonuses to hit and AC more effective. Not items, they had a bonus to damage your stripped. But Bless will increase not just the rate of hits, but the expected damage on a hit. Shield will reduce the damage by 5 even if it still hits you. Could remove them, but it's more math. The corrolation to that is Advantage becomes not just a better chance to do your base damage, but also a chance to increase your base damage. Disadvantage does the opposite. This multiplies the importance of these. Damage inflation. With a 65% hit rate (seems often used for PR calculation around here), your modifier will go from +0 to +13, with +6.5 average. With ability modifiers for damage between +3 to +5, this is +116% to +30% bonus above what the ability score would normally give. This could be fixed by reducing all weapon damage by 4/3/2/1 based on tier. [/QUOTE]
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Armor as Damage Reduction
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