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Armor as DR
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<blockquote data-quote="Sadrik" data-source="post: 6456865" data-attributes="member: 14506"><p>Thanks! I agree I feel the shield is the best defense you can get, when referring to helping dodge/deflect blows. Also, the sword is an excellent parrying weapon when compared to a hafted weapon. This is glossed over in D&D. And further, armor makes you easier to be hit but makes you more difficult to be damaged.</p><p></p><p>I had shields at +4 originally but lowered it to +3 because I thought doubling a shield would be too good. Granted you have no weapon out. I think the better way to do it may be to give it +4 but don't double when wielding only one weapon, instead add 1/2 again. So...</p><p></p><p>Shield Parry 4/6</p><p>Pole weapon Parry 3/4</p><p>Melee weapon Parry 2/3</p><p>Small melee weapon Parry 1/1</p><p>Ranged weapon Parry 0/0</p><p></p><p>How does that sound?</p><p></p><p></p><p>I think the extra size from the wielder offsets the advantage to using a larger weapon. It is easier to hit a large creature/object they also can parry better. To make it simple these factors could offset each other.</p><p></p><p></p><p>Well with the armors I was thinking of dice types. 2 = 1d4, 3 = 1d6, and 4 = 1d8. I also wanted to make the values low enough so that with magic armor bonuses the DR does not become too onus. Note the DEX modifier applies equally to both light and heavy armor, though it does modify the parry...</p><p></p><p>No Armor: DR 0, 10 + DEX + Parry (8 + Prof + DEX + Parry)</p><p>Light Armor: DR 2, 10 + DEX + Parry (8 + Prof + DEX + Parry)</p><p>Medium Armor: DR 3, 9 + DEX + Parry (7 + Prof + DEX + Parry)</p><p>Heavy Armor: DR 4, 8 + DEX + Parry (6 + Prof + DEX + Parry)</p><p></p><p>You could go 2/4/6 for the DRs I suppose, but I worry about magic making the DRs to high and making HP last too long. perhaps 1/3/5 may work. Also, to point out this is not an exhaustive list of armors just a ball park. So 1/3/5, is likely correct when considering the worst and best light and heavy armors.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6456865, member: 14506"] Thanks! I agree I feel the shield is the best defense you can get, when referring to helping dodge/deflect blows. Also, the sword is an excellent parrying weapon when compared to a hafted weapon. This is glossed over in D&D. And further, armor makes you easier to be hit but makes you more difficult to be damaged. I had shields at +4 originally but lowered it to +3 because I thought doubling a shield would be too good. Granted you have no weapon out. I think the better way to do it may be to give it +4 but don't double when wielding only one weapon, instead add 1/2 again. So... Shield Parry 4/6 Pole weapon Parry 3/4 Melee weapon Parry 2/3 Small melee weapon Parry 1/1 Ranged weapon Parry 0/0 How does that sound? I think the extra size from the wielder offsets the advantage to using a larger weapon. It is easier to hit a large creature/object they also can parry better. To make it simple these factors could offset each other. Well with the armors I was thinking of dice types. 2 = 1d4, 3 = 1d6, and 4 = 1d8. I also wanted to make the values low enough so that with magic armor bonuses the DR does not become too onus. Note the DEX modifier applies equally to both light and heavy armor, though it does modify the parry... No Armor: DR 0, 10 + DEX + Parry (8 + Prof + DEX + Parry) Light Armor: DR 2, 10 + DEX + Parry (8 + Prof + DEX + Parry) Medium Armor: DR 3, 9 + DEX + Parry (7 + Prof + DEX + Parry) Heavy Armor: DR 4, 8 + DEX + Parry (6 + Prof + DEX + Parry) You could go 2/4/6 for the DRs I suppose, but I worry about magic making the DRs to high and making HP last too long. perhaps 1/3/5 may work. Also, to point out this is not an exhaustive list of armors just a ball park. So 1/3/5, is likely correct when considering the worst and best light and heavy armors. [/QUOTE]
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