Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Armor Class – How Hard is it to Hit and Damage Something?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Switchblade" data-source="post: 4519140" data-attributes="member: 56246"><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Your first pt.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Armour on dex. It does make a difference but not neccesarily dirrectly. Most "dodging" is just stepping back out of a swing or a sidestep around a thrust so as long as the legs are mobile armour wouldn't </span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">make too much difference. I found the first time I fought in mail down to below my knees weighing 1/3 my body weight it didn't impede my footwork as I was just as agile as before. However... I tired a LOT quicker and that slowed me down in the long run. Someone with a bit more strenght and stamina than me (practically everyone) would suffer less. </span></span><span style="font-family: 'Arial'"><span style="font-size: 10px">I've never fought in full harness though I guess that would make someone a little less agile.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">TBH though while fatigue rules may be more realistic an abstract dex cap is a lot more game friendly. Prehapse cap dex at lower of strenght or stamina with heavy armours instead of a fixed dex cap might be an easy compromise.</span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Your second point</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">A mail hauberk with coif covers you head to knees and elbows. With some mail mittens, gauntlets and so on and a great helm you can get near total coverage. (Kiss good bye to peripheral vision though). The heavier armours (harness) tended to be rather comprehensive, go to a musium and look at the plate and just try and find an unarmoured spot. Good luck. They have<em> weaker</em> spots but even they are well armoured and asking someone to hold their arm above their head so you can go for the armpit in a fight is going be tricky. I wouldn't allow an attack to avoid more than 1/2 the DR unless they are able to slip a dirk through the eyeslot of a prone foe. Something like allow coup de grace to ignore DR from armour if using a piercing weapon.</span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Re states of defender, hitting someone who isn't parrying or stepping back away from your weapon is pathetically easy, you practically have to try to miss.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Inert should be an auto hit, mobile would help but is still very easy to hit. Only when they are fighting back or have something to parry with does landing a blow get tricky and require skill. I think these 3 states cover all eventualities though.</span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Weapons and AC: I'd say having a weapon and the skill to use it would make up the lions share of the total AC. If you are up against someone who can't strike back and can concentrate entirely on offence hitting </span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">them becomes trivial. Against someone who is weilding a quaterstaff, knows how to use it and is making you keep your guard up they are very difficult. A good example is Ars magica, it has (had? I'm behind editions) the deffense score based on:Weaon skill (where 4 is a good skill and 6 is outstandling)+weapon defense bonus (0 for a dagger up to 6 for a stave)+dex - weight penalties.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Some AC based on your total attack bonus of the weapon you are wielding, with some weapons having defence bonuses/penalties.</span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Shields: Yup, they make you MASSIVELY harder to hit. Yup, skill does make a difference. Knowing how to brace a shield, when to keep it in against your body or with arm at full extension (the advantage of a centre boss grip over arm straps) and how to keep your guard up while attacking helps get the most out of it. Against range attacks, pretty good, should give same bonus to ranged as melee.</span></span></p><p> </p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">AC types:</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">Yup, this should cover it.</span></span></p></blockquote><p></p>
[QUOTE="Switchblade, post: 4519140, member: 56246"] [FONT=Arial][SIZE=2]Your first pt.[/SIZE][/FONT] [FONT=Arial][SIZE=2]Armour on dex. It does make a difference but not neccesarily dirrectly. Most "dodging" is just stepping back out of a swing or a sidestep around a thrust so as long as the legs are mobile armour wouldn't [/SIZE][/FONT] [FONT=Arial][SIZE=2]make too much difference. I found the first time I fought in mail down to below my knees weighing 1/3 my body weight it didn't impede my footwork as I was just as agile as before. However... I tired a LOT quicker and that slowed me down in the long run. Someone with a bit more strenght and stamina than me (practically everyone) would suffer less. [/SIZE][/FONT][FONT=Arial][SIZE=2]I've never fought in full harness though I guess that would make someone a little less agile.[/SIZE][/FONT] [FONT=Arial][SIZE=2]TBH though while fatigue rules may be more realistic an abstract dex cap is a lot more game friendly. Prehapse cap dex at lower of strenght or stamina with heavy armours instead of a fixed dex cap might be an easy compromise.[/SIZE][/FONT] [FONT=Arial][SIZE=2][/SIZE][/FONT] [FONT=Arial][SIZE=2]Your second point[/SIZE][/FONT] [FONT=Arial][SIZE=2]A mail hauberk with coif covers you head to knees and elbows. With some mail mittens, gauntlets and so on and a great helm you can get near total coverage. (Kiss good bye to peripheral vision though). The heavier armours (harness) tended to be rather comprehensive, go to a musium and look at the plate and just try and find an unarmoured spot. Good luck. They have[I] weaker[/I] spots but even they are well armoured and asking someone to hold their arm above their head so you can go for the armpit in a fight is going be tricky. I wouldn't allow an attack to avoid more than 1/2 the DR unless they are able to slip a dirk through the eyeslot of a prone foe. Something like allow coup de grace to ignore DR from armour if using a piercing weapon.[/SIZE][/FONT] [FONT=Arial][SIZE=2][/SIZE][/FONT][FONT=Arial][SIZE=2][/SIZE][/FONT] [FONT=Arial][SIZE=2]Re states of defender, hitting someone who isn't parrying or stepping back away from your weapon is pathetically easy, you practically have to try to miss.[/SIZE][/FONT] [FONT=Arial][SIZE=2]Inert should be an auto hit, mobile would help but is still very easy to hit. Only when they are fighting back or have something to parry with does landing a blow get tricky and require skill. I think these 3 states cover all eventualities though.[/SIZE][/FONT] [FONT=Arial][SIZE=2][/SIZE][/FONT] [FONT=Arial][SIZE=2]Weapons and AC: I'd say having a weapon and the skill to use it would make up the lions share of the total AC. If you are up against someone who can't strike back and can concentrate entirely on offence hitting [/SIZE][/FONT] [FONT=Arial][SIZE=2]them becomes trivial. Against someone who is weilding a quaterstaff, knows how to use it and is making you keep your guard up they are very difficult. A good example is Ars magica, it has (had? I'm behind editions) the deffense score based on:Weaon skill (where 4 is a good skill and 6 is outstandling)+weapon defense bonus (0 for a dagger up to 6 for a stave)+dex - weight penalties.[/SIZE][/FONT] [FONT=Arial][SIZE=2]Some AC based on your total attack bonus of the weapon you are wielding, with some weapons having defence bonuses/penalties.[/SIZE][/FONT] [FONT=Arial][SIZE=2][/SIZE][/FONT] [FONT=Arial][SIZE=2]Shields: Yup, they make you MASSIVELY harder to hit. Yup, skill does make a difference. Knowing how to brace a shield, when to keep it in against your body or with arm at full extension (the advantage of a centre boss grip over arm straps) and how to keep your guard up while attacking helps get the most out of it. Against range attacks, pretty good, should give same bonus to ranged as melee.[/SIZE][/FONT] [FONT=Arial][SIZE=2][/SIZE][/FONT] [FONT=Arial][SIZE=2]AC types:[/SIZE][/FONT] [FONT=Arial][SIZE=2]Yup, this should cover it.[/SIZE][/FONT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Armor Class – How Hard is it to Hit and Damage Something?
Top