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Armor Class and Defense
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<blockquote data-quote="Dour-n-Taciturn" data-source="post: 5879711" data-attributes="member: 6692615"><p>DR will be difficult to incorporate as a module, as each monster description/stat block would have to incorporate a modular variant to comply. Any modular concept should build on the existing monster stats using a few simple tables rather than having to re-jigger monster stats or add sub-stats.</p><p></p><p>I like the idea, I am more of a fan of HP as damage, but obviously we all know that D&D is abstract at its core. You would really have to resign yourself to the idea that DR will continue to function per spell/item effect, feat, or class feature (the latter two we already see in 3rd ED D&D and Starwars).</p><p></p><p>I was toying with a Middle Earth d20 variant that applied damage to a fixed wound threshold value based on creature size (independent of CON), inflicting 1 wound for every multiple of hits inflicted. The more wounds you accumulated the more restricted your actions became (similar to Daze, Disabled, Stunned...) which characters could roll to save from at the end of each round (as per 4th ED D&D conditions). This is obviously not simulationist, but would perhaps be a little easier to incorporate since you could extrapolate monster size into a wound threshold number and apply external modular tables.</p><p></p><p>The other notion is to increase damage in proportion to how well your attack roll exceeded AC, ie. 2x damage per 10 points above AC; of course this would skew badly in favor of skilled characters such that they effectively turn opponents with a significantly lesser AC into one-shots (like minions per 4th ED).</p><p></p><p>Food for thought...</p></blockquote><p></p>
[QUOTE="Dour-n-Taciturn, post: 5879711, member: 6692615"] DR will be difficult to incorporate as a module, as each monster description/stat block would have to incorporate a modular variant to comply. Any modular concept should build on the existing monster stats using a few simple tables rather than having to re-jigger monster stats or add sub-stats. I like the idea, I am more of a fan of HP as damage, but obviously we all know that D&D is abstract at its core. You would really have to resign yourself to the idea that DR will continue to function per spell/item effect, feat, or class feature (the latter two we already see in 3rd ED D&D and Starwars). I was toying with a Middle Earth d20 variant that applied damage to a fixed wound threshold value based on creature size (independent of CON), inflicting 1 wound for every multiple of hits inflicted. The more wounds you accumulated the more restricted your actions became (similar to Daze, Disabled, Stunned...) which characters could roll to save from at the end of each round (as per 4th ED D&D conditions). This is obviously not simulationist, but would perhaps be a little easier to incorporate since you could extrapolate monster size into a wound threshold number and apply external modular tables. The other notion is to increase damage in proportion to how well your attack roll exceeded AC, ie. 2x damage per 10 points above AC; of course this would skew badly in favor of skilled characters such that they effectively turn opponents with a significantly lesser AC into one-shots (like minions per 4th ED). Food for thought... [/QUOTE]
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