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Armor Class – How Hard is it to Hit and Damage Something?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4519557" data-attributes="member: 710"><p>The simplest approach might be:</p><p>End Damage is a combination of attack roll and damage roll. A smaller weapon deals less weapon damage but grants a bonus to the attack roll.</p><p></p><p>One approach I had in mind:</p><p>Attack & Damage are two rolls. Example</p><p>d20 vs Defense. </p><p>If you hit, a roll of 1-5 deals 4 points of damage, a natural roll of 6-10 deals 3 points, a roll of 11-15 deals 2 points and a roll of 16-20 deals 1 point. </p><p>If you hit, also roll damage against the enemies AC. If you hit, your natural roll depends damage as seen above, but you get an extra bonus for hitting both Defense and AC. (Maybe double final value, or just AC or just Defense value, or the damage is treated as lethal instead of nonlethal damage)*</p><p></p><p>This way, you could "easily" balance weapons by their attack and damage bonus, and Armor by their bonus to AC and penalty to Defense.</p><p></p><p>Of course, this creates a certain degree of "illusionismn" - ultimately, the weapon and armor are just a matter of style and preference, but they don't really affect your effectiveness. Of course this is ultimately what D&D seems to be striving for when it wants to allow "lightly armored finesse fighter" alongside the "Heavily Armored Brutal Fighter". </p><p></p><p>There might be still interesting options. For example, an off-hand weapon might grant an attack bonus or a defense bonus (a Shield offers a higher defense then attack bonus). A two-handed weapon offers a damage bonus. So there might still be some tactical decisions to be made (tieing in with my previous post) - if you fight many enemies, you want heavy armor and a higher defense bonus. If you are more the assassin or duel type guy, you want light armor and a high attack, using an off-hand weapon to be even more dangerous against the individual foe.</p><p></p><p><span style="font-size: 9px">*</span></p><p><span style="font-size: 9px">Why use the natural dice result and "lower = better"? I like the idea to use the roll for multiple purposes. That's something I liked in Warhammer - roll percentile to attack, and use the same roll, but with reversed order, to determine hit location. ALso, the alternative would be to use something like multiple "success rates" - so beating the DC deals 1 damage, beating the DC + 10 deals 2 damage - and this also always rewards people that roll high, creating a higher degree of swinginess - my approach rewards people who hit because of their skill, not because of their roll. </span></p><p><span style="font-size: 9px"></span></p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4519557, member: 710"] The simplest approach might be: End Damage is a combination of attack roll and damage roll. A smaller weapon deals less weapon damage but grants a bonus to the attack roll. One approach I had in mind: Attack & Damage are two rolls. Example d20 vs Defense. If you hit, a roll of 1-5 deals 4 points of damage, a natural roll of 6-10 deals 3 points, a roll of 11-15 deals 2 points and a roll of 16-20 deals 1 point. If you hit, also roll damage against the enemies AC. If you hit, your natural roll depends damage as seen above, but you get an extra bonus for hitting both Defense and AC. (Maybe double final value, or just AC or just Defense value, or the damage is treated as lethal instead of nonlethal damage)* This way, you could "easily" balance weapons by their attack and damage bonus, and Armor by their bonus to AC and penalty to Defense. Of course, this creates a certain degree of "illusionismn" - ultimately, the weapon and armor are just a matter of style and preference, but they don't really affect your effectiveness. Of course this is ultimately what D&D seems to be striving for when it wants to allow "lightly armored finesse fighter" alongside the "Heavily Armored Brutal Fighter". There might be still interesting options. For example, an off-hand weapon might grant an attack bonus or a defense bonus (a Shield offers a higher defense then attack bonus). A two-handed weapon offers a damage bonus. So there might still be some tactical decisions to be made (tieing in with my previous post) - if you fight many enemies, you want heavy armor and a higher defense bonus. If you are more the assassin or duel type guy, you want light armor and a high attack, using an off-hand weapon to be even more dangerous against the individual foe. [size=1]* Why use the natural dice result and "lower = better"? I like the idea to use the roll for multiple purposes. That's something I liked in Warhammer - roll percentile to attack, and use the same roll, but with reversed order, to determine hit location. ALso, the alternative would be to use something like multiple "success rates" - so beating the DC deals 1 damage, beating the DC + 10 deals 2 damage - and this also always rewards people that roll high, creating a higher degree of swinginess - my approach rewards people who hit because of their skill, not because of their roll. [/size] [/QUOTE]
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