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Armor as DR
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<blockquote data-quote="GMMichael" data-source="post: 6458351" data-attributes="member: 6685730"><p>Then I have a game for you!</p><p></p><p></p><p>Parrying is a skill. You increase it just like your swimming skill or acting skill. And you use it to defeat attack attempts. Shields provide a bonus to the parrying skill, but weapons do not. Think about this: a two hander is much bigger and has more blocking area, but is also much slower to swing than a light one.</p><p></p><p></p><p>Polearms should grant an initiative bonus - first strike capability and all. Once the attacker can reach, the defender could adjust his grip, drop his polearm and draw another weapon, or simply back up, trying to keep his opponent in striking range.</p><p></p><p>Whether the polearm should have defensive advantage is a question for a heavy-rules system, because it's on par with: weapon speed, weapon defensive training, weapon hit points (wooden haft versus blade), and footwork used (to maintain distance).</p><p></p><p></p><p>How about 3 points of damage reduction reduces your parrying odds by 5%, 4 points by 10%, and 5 points by 15%?</p><p></p><p></p><p>A successful hit always does a minimum amount of damage. Problem solved. DR works better in 5e than in 3e, since high level hit points are defined in a way that emphasizes longevity over physical destruction.</p><p></p><p></p><p>Bringing up Reactions is interesting, because it also brings up action economy. The move/action/reaction system is fantastic - except that -defending yourself- falls completely outside of that economy. For 5e, parrying should be an Action and/or Reaction, while damage reduction applies to all hits.</p><p></p><p></p><p>What if you could choose between a 1d4 or a 2?</p><p>Gamers should be able to subtract DR from damage in the time that it takes to carry their pencils to the correct spot on their character sheets. If that's a problem, use an iPhone.</p><p></p><p>Sadrik's ideas are brilliant (wait for it...). I like them so much, I've already implemented them into the <a href="http://www.enworld.org/forum/showthread.php?368303-Grand-Unified-Theory-Modos-RPG-revision-1-3-thread" target="_blank">homebrewed game here</a>. Unfortunately, D&D 5 uses a few conventions that do not allow for smooth implementation of Sadrik's ideas (like the action economy and hit point proliferation).</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6458351, member: 6685730"] Then I have a game for you! Parrying is a skill. You increase it just like your swimming skill or acting skill. And you use it to defeat attack attempts. Shields provide a bonus to the parrying skill, but weapons do not. Think about this: a two hander is much bigger and has more blocking area, but is also much slower to swing than a light one. Polearms should grant an initiative bonus - first strike capability and all. Once the attacker can reach, the defender could adjust his grip, drop his polearm and draw another weapon, or simply back up, trying to keep his opponent in striking range. Whether the polearm should have defensive advantage is a question for a heavy-rules system, because it's on par with: weapon speed, weapon defensive training, weapon hit points (wooden haft versus blade), and footwork used (to maintain distance). How about 3 points of damage reduction reduces your parrying odds by 5%, 4 points by 10%, and 5 points by 15%? A successful hit always does a minimum amount of damage. Problem solved. DR works better in 5e than in 3e, since high level hit points are defined in a way that emphasizes longevity over physical destruction. Bringing up Reactions is interesting, because it also brings up action economy. The move/action/reaction system is fantastic - except that -defending yourself- falls completely outside of that economy. For 5e, parrying should be an Action and/or Reaction, while damage reduction applies to all hits. What if you could choose between a 1d4 or a 2? Gamers should be able to subtract DR from damage in the time that it takes to carry their pencils to the correct spot on their character sheets. If that's a problem, use an iPhone. Sadrik's ideas are brilliant (wait for it...). I like them so much, I've already implemented them into the [URL="http://www.enworld.org/forum/showthread.php?368303-Grand-Unified-Theory-Modos-RPG-revision-1-3-thread"]homebrewed game here[/URL]. Unfortunately, D&D 5 uses a few conventions that do not allow for smooth implementation of Sadrik's ideas (like the action economy and hit point proliferation). [/QUOTE]
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