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Armor as DR
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<blockquote data-quote="Sadrik" data-source="post: 6462592" data-attributes="member: 14506"><p>I agree with this and this was the intent - make certain weapons and items more and less defensively attuned. So a longsword vs a battleaxe might be:</p><p>Longsword 1d8, +2 Parry, slashing/piercing</p><p>Battleaxe 1d10, +1 Parry, slashing</p><p></p><p>Of course that is how I would do it if I were rewriting the weapon list. As is you just tack on a Parry score based on what I had previously provided.</p><p></p><p>Shield Parry +4</p><p>Pole weapon Parry +3</p><p>Melee weapon Parry +2</p><p>Small melee weapon Parry +1</p><p>Ranged weapon Parry +0</p><p></p><p></p><p>Yes I believe caps are bad. instead it should be modified in this way it does not limit the exceptions. If you have heavy armor on you should always be dragged down by it. Not only in certain instances of high DEX, or inthe case of 5e heavy armor in instances of low DEX.</p><p></p><p></p><p>I do too. I would institute encumbrance as the factor for the parry penalty and the factor for the perhaps lowering movement rate. This is however a little further from where the game is currently written. You could do both and you only tae the most extreme</p><p></p><p></p><p>Yes if you have two items they stack. I suppose if you had more arms you could only pick your two best items though. I think if you only have one item in hand you could just give a blanket +1 too. In this way it removes the x1.5 and makes it pretty easy. </p><p></p><p>So a couple of examples:</p><p>You only have a shield out. Your parry is 15+DEX</p><p>You only have a greatsword out. Your parry is 13+DEX</p><p>You have shield and longsword out. Your parry is 16+DEX</p><p>You have a longbow out. Your parry is 11+DEX</p><p></p><p>Shield Parry +4</p><p>Pole weapon Parry +3</p><p>Melee weapon Parry +2</p><p>Small melee weapon Parry +1</p><p>Ranged weapon Parry +0</p><p></p><p></p><p>Some complexity is here though.</p><p>Suppose each size level adds -1 Parry, but each size level of the weapon adds +1 Parry. These would counteract each other while a weapon is being held only.</p><p></p><p>Examples:</p><p>A large sized ogre gets -1 parry for being large so his base parry would be 8 (10 -1 size -1 DEX). Then if he had a large greatclub that would grant parry +4 (+2 for base, +1 for only one item, +1 for size). So total Parry would be 12. This is 1 point higher than the 11 AC the creature normally has.</p><p></p><p></p><p>So the ogre would be -1 while wielding a small weapon and -2 with a bow, +1 with a spear and +2 with a shield. This seems very reasonable. In this method you would never stack items you would only ever take the best defensive item.</p><p></p><p>For your item b. I do not know what you are referencing. Though I think the proficiency in the weapon is what should grant your parry, so 8+prof+item+size+DEX.</p><p></p><p></p><p>I think it will be ok to have them add to DR but note that this gives the option for armor to give potentially to either one. So +1 armor might be + 1 DR armor or +1 Parry armor.</p><p></p><p>Dice for DR I would only use that if the damage rolls are averaged. So longsword does 4+STR, then you roll your armor's DR to reduce the damage.</p><p></p><p></p><p>A possible solution is to drop all HD by one die type. so d4 for wizards, d6 for clerics and rogues, and d8 for fighters. In this way the DR is accounted without potentially lengthening an encounter.</p><p></p><p>The intent too is that this would make things easier to hit in general because AC is now based on what you are holding not what you are wearing. So many character types archers in combat, spellcasters in combat and monks trying to punch a knight will all be more easily hit because they are not afforded the same level of protection as someone with sword and shield. This means that being hit more often translates to more damage being dealt.</p><p></p><p></p><p>Conceptually nailed it.</p><p></p><p></p><p>I think this does add a little bit of change but it is not that much more difficult to master at the table. Players would ask what they are wielding to determine their relative chances to hit it rather than what type of armor they are wearing. Armor would determine how easily damaged... Overall this is certainly not rules heavy inasmuch as D&D is not rules heavy already.</p><p></p><p></p><p>I think this is where magic items come in. They might increase the DR of the armor you are wearing. Potentially adamantine +3 Plate might give you DR10 (5+3+2).</p><p></p><p></p><p></p><p>There is one other concern. That is Parry is for melee attacks. When someone shoots a bow you do not parry the arrow with your sword (without supernatural effort). So, what should the "AC" computation be for ranged attacks? perhaps take 10 on your dex save? Perhaps simply 10+DEX+size+armor penalty?</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6462592, member: 14506"] I agree with this and this was the intent - make certain weapons and items more and less defensively attuned. So a longsword vs a battleaxe might be: Longsword 1d8, +2 Parry, slashing/piercing Battleaxe 1d10, +1 Parry, slashing Of course that is how I would do it if I were rewriting the weapon list. As is you just tack on a Parry score based on what I had previously provided. Shield Parry +4 Pole weapon Parry +3 Melee weapon Parry +2 Small melee weapon Parry +1 Ranged weapon Parry +0 Yes I believe caps are bad. instead it should be modified in this way it does not limit the exceptions. If you have heavy armor on you should always be dragged down by it. Not only in certain instances of high DEX, or inthe case of 5e heavy armor in instances of low DEX. I do too. I would institute encumbrance as the factor for the parry penalty and the factor for the perhaps lowering movement rate. This is however a little further from where the game is currently written. You could do both and you only tae the most extreme Yes if you have two items they stack. I suppose if you had more arms you could only pick your two best items though. I think if you only have one item in hand you could just give a blanket +1 too. In this way it removes the x1.5 and makes it pretty easy. So a couple of examples: You only have a shield out. Your parry is 15+DEX You only have a greatsword out. Your parry is 13+DEX You have shield and longsword out. Your parry is 16+DEX You have a longbow out. Your parry is 11+DEX Shield Parry +4 Pole weapon Parry +3 Melee weapon Parry +2 Small melee weapon Parry +1 Ranged weapon Parry +0 Some complexity is here though. Suppose each size level adds -1 Parry, but each size level of the weapon adds +1 Parry. These would counteract each other while a weapon is being held only. Examples: A large sized ogre gets -1 parry for being large so his base parry would be 8 (10 -1 size -1 DEX). Then if he had a large greatclub that would grant parry +4 (+2 for base, +1 for only one item, +1 for size). So total Parry would be 12. This is 1 point higher than the 11 AC the creature normally has. So the ogre would be -1 while wielding a small weapon and -2 with a bow, +1 with a spear and +2 with a shield. This seems very reasonable. In this method you would never stack items you would only ever take the best defensive item. For your item b. I do not know what you are referencing. Though I think the proficiency in the weapon is what should grant your parry, so 8+prof+item+size+DEX. I think it will be ok to have them add to DR but note that this gives the option for armor to give potentially to either one. So +1 armor might be + 1 DR armor or +1 Parry armor. Dice for DR I would only use that if the damage rolls are averaged. So longsword does 4+STR, then you roll your armor's DR to reduce the damage. A possible solution is to drop all HD by one die type. so d4 for wizards, d6 for clerics and rogues, and d8 for fighters. In this way the DR is accounted without potentially lengthening an encounter. The intent too is that this would make things easier to hit in general because AC is now based on what you are holding not what you are wearing. So many character types archers in combat, spellcasters in combat and monks trying to punch a knight will all be more easily hit because they are not afforded the same level of protection as someone with sword and shield. This means that being hit more often translates to more damage being dealt. Conceptually nailed it. I think this does add a little bit of change but it is not that much more difficult to master at the table. Players would ask what they are wielding to determine their relative chances to hit it rather than what type of armor they are wearing. Armor would determine how easily damaged... Overall this is certainly not rules heavy inasmuch as D&D is not rules heavy already. I think this is where magic items come in. They might increase the DR of the armor you are wearing. Potentially adamantine +3 Plate might give you DR10 (5+3+2). There is one other concern. That is Parry is for melee attacks. When someone shoots a bow you do not parry the arrow with your sword (without supernatural effort). So, what should the "AC" computation be for ranged attacks? perhaps take 10 on your dex save? Perhaps simply 10+DEX+size+armor penalty? [/QUOTE]
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