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Armor Class and Defense
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<blockquote data-quote="dkyle" data-source="post: 5879457" data-attributes="member: 70707"><p>Well, looks like we'll be going around and around on the realism question.</p><p></p><p>But, this is what I really want to discuss, anyway:</p><p></p><p></p><p></p><p>Depends on how the mechanics work. What I'm envisioning is:</p><p></p><p>1. Very low miss chance. By default, only a 1 would miss. Exceptional dexterity (and related class features/feats) would increase the miss chance, but going higher than 5 would be nearly impossible. So there's no "kill on a miss". It's just that misses are rare. I prefer this because misses waste time; it takes almost as long to resolve a turn where the attack misses, as one where it hits, but the miss does nothing to progress combat.</p><p></p><p>2. Damage would be much more variable. For example, the d20 might actually become part of the damage result. Static damage bonuses would be less common, and bonus dice would be more common.</p><p></p><p>3. Crits would still exist, and they would produce that tension you're looking for.</p><p></p><p>4. In many games, lower damage weapons have higher armor-penetration. A dagger might have an ability to ignore a certain amount of armor DR, more than the amount of average damage lost compared to larger weapons (e.g., d4 dagger with AP6 vs d8 longsword with AP2). Net result is that Daggers are more useful vs. heavy armor, and bigger weapons are more useful vs. light armor.</p></blockquote><p></p>
[QUOTE="dkyle, post: 5879457, member: 70707"] Well, looks like we'll be going around and around on the realism question. But, this is what I really want to discuss, anyway: Depends on how the mechanics work. What I'm envisioning is: 1. Very low miss chance. By default, only a 1 would miss. Exceptional dexterity (and related class features/feats) would increase the miss chance, but going higher than 5 would be nearly impossible. So there's no "kill on a miss". It's just that misses are rare. I prefer this because misses waste time; it takes almost as long to resolve a turn where the attack misses, as one where it hits, but the miss does nothing to progress combat. 2. Damage would be much more variable. For example, the d20 might actually become part of the damage result. Static damage bonuses would be less common, and bonus dice would be more common. 3. Crits would still exist, and they would produce that tension you're looking for. 4. In many games, lower damage weapons have higher armor-penetration. A dagger might have an ability to ignore a certain amount of armor DR, more than the amount of average damage lost compared to larger weapons (e.g., d4 dagger with AP6 vs d8 longsword with AP2). Net result is that Daggers are more useful vs. heavy armor, and bigger weapons are more useful vs. light armor. [/QUOTE]
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