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*Pathfinder & Starfinder
Armor as DR
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<blockquote data-quote="Nyaricus" data-source="post: 3153404" data-attributes="member: 35678"><p>A note for spellcasters and touch ACs: instead of BAB, let them use their Caster Level. So, a 8th level Sorcerer would have +8 to hit with touch spells, instead of +4 (for his BAB). This would <em>really</em> help. It would be much like a fighters training allows him to hit better with a sword, except the magical training allows this spellcaster to hit with his spells better, due to his knowledge of them.</p><p></p><p>As for the system itself, it's an idea I've kicked around a bit. Some notes:</p><p></p><p>Natural Armour should become DR x/- (or maybe DR x/magical for some all). This evens the playing ground, making some foes really easy to hit but hard as hell to acually damage (like polar bears, which IIRC, have a NAB of +7).</p><p></p><p>All enemies should, of course, utilize the same rules as the PCs. All armour gets changed into DR, etc. This goes for allies too <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>A Base Armour Bonus which each class accures (a common/popular one is Base Armour Bonus [or BArB] = base Attack Bonus/2) is a really good idea, since your AC is gonna suck, <em>bad</em>. </p><p></p><p>Magic enhancements for armour should be +DR, not +'s to AC</p><p></p><p>Shields should still provide a true armour bonus, since their purpose is to keep blows from hitting your body in the first place (whereas armour is there to absorb the blows you take) Magical enhancements for your shield should go to AC, not DR. This is a nice one, since it makes sword 'n' boarders actually useful <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>---</p><p></p><p>That's about all I can think of right now; as you can tell, I've thought alot about this <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Nyaricus, post: 3153404, member: 35678"] A note for spellcasters and touch ACs: instead of BAB, let them use their Caster Level. So, a 8th level Sorcerer would have +8 to hit with touch spells, instead of +4 (for his BAB). This would [i]really[/i] help. It would be much like a fighters training allows him to hit better with a sword, except the magical training allows this spellcaster to hit with his spells better, due to his knowledge of them. As for the system itself, it's an idea I've kicked around a bit. Some notes: Natural Armour should become DR x/- (or maybe DR x/magical for some all). This evens the playing ground, making some foes really easy to hit but hard as hell to acually damage (like polar bears, which IIRC, have a NAB of +7). All enemies should, of course, utilize the same rules as the PCs. All armour gets changed into DR, etc. This goes for allies too ;) A Base Armour Bonus which each class accures (a common/popular one is Base Armour Bonus [or BArB] = base Attack Bonus/2) is a really good idea, since your AC is gonna suck, [i]bad[/i]. Magic enhancements for armour should be +DR, not +'s to AC Shields should still provide a true armour bonus, since their purpose is to keep blows from hitting your body in the first place (whereas armour is there to absorb the blows you take) Magical enhancements for your shield should go to AC, not DR. This is a nice one, since it makes sword 'n' boarders actually useful :p --- That's about all I can think of right now; as you can tell, I've thought alot about this :p [/QUOTE]
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