I was wondering if ENWorld members could help me out . . .
I am a GM and player in 4 different d20 campaigns. Each has its own take on how to treat Armor Class. Here are the campaigns:
1) d20 Medieval Fantasy. Treats AC as presented in the core rules. This is my campaign and I'm happy with things how they are.
2. d20 Judge Dredd. This is run by my friend and it "sort of" keeps AC as it's presented in the core rules (it's called AR [Armor Rating], from memory?) but it works into it Damage Reduction.
3. d20 Steamtech campaign. This is another friend's campaign. It keeps AC as it's presented in the core rules except all firearms are treated as ranged touch attacks. In other words, they slice right through plate mail. Arrows are still treated normally (even though I argued that arrows can be just as powerful as bullets).
4. d20 Pseudo-Science/Comedy/Horror/Anime. This is another friend's campaign. Now, rule's-wise, this is the strangest. In this campaign, the GM has totally removed AC and replaced it with DF (Dodge Factor) and RR (Ricochet Rating). Basically DF and RR are treated like saving throws. In fact, DF has replaced Reflex saves! This GM argues that AC should be treated just the same as if someone is trying to avoid something with a Reflex save and, thus, should be treated as such. I disagree, I like my AC and Ref saves separate.
Anyway . . . here's my problem:
The other 3 GMs have lately been talking about coming up with an Armor Class system that is consistant across the board for all our games. They argue that this will make it less confusing for players and, in the event of "world-hopping", it will make more sense if the system is the same. They say: "Why should the primary 'physics' of the game change between genres? The genres are just the setting/mood/feel and the primary rules, like AC, are the basic 'physics' and, thus, should be constant."
Now so far I have been resistant. I say: "I like my AC the way it is." To this, they say I am "stubbornly" sticking to tradition. Now, this could be partly true because I've run my fantasy medieval setting since 1E AD&D.
So . . . just to prove to them that I'm not stubborn and that I'm not resistant to change, I'm asking ENWorld members: How do you treat AC in your games?
I'd like to know some good ways individual published d20 systems treat AC as well as peoples' own private "take" on AC. It doesn't matter which genre, and it doesn't matter if it's "universal" or not. At this stage I'm just mining for ideas.
Help please!
P.S. None of us own a copy of d20 Traveller. How do they treat AC?
I am a GM and player in 4 different d20 campaigns. Each has its own take on how to treat Armor Class. Here are the campaigns:
1) d20 Medieval Fantasy. Treats AC as presented in the core rules. This is my campaign and I'm happy with things how they are.
2. d20 Judge Dredd. This is run by my friend and it "sort of" keeps AC as it's presented in the core rules (it's called AR [Armor Rating], from memory?) but it works into it Damage Reduction.
3. d20 Steamtech campaign. This is another friend's campaign. It keeps AC as it's presented in the core rules except all firearms are treated as ranged touch attacks. In other words, they slice right through plate mail. Arrows are still treated normally (even though I argued that arrows can be just as powerful as bullets).
4. d20 Pseudo-Science/Comedy/Horror/Anime. This is another friend's campaign. Now, rule's-wise, this is the strangest. In this campaign, the GM has totally removed AC and replaced it with DF (Dodge Factor) and RR (Ricochet Rating). Basically DF and RR are treated like saving throws. In fact, DF has replaced Reflex saves! This GM argues that AC should be treated just the same as if someone is trying to avoid something with a Reflex save and, thus, should be treated as such. I disagree, I like my AC and Ref saves separate.
Anyway . . . here's my problem:
The other 3 GMs have lately been talking about coming up with an Armor Class system that is consistant across the board for all our games. They argue that this will make it less confusing for players and, in the event of "world-hopping", it will make more sense if the system is the same. They say: "Why should the primary 'physics' of the game change between genres? The genres are just the setting/mood/feel and the primary rules, like AC, are the basic 'physics' and, thus, should be constant."
Now so far I have been resistant. I say: "I like my AC the way it is." To this, they say I am "stubbornly" sticking to tradition. Now, this could be partly true because I've run my fantasy medieval setting since 1E AD&D.
So . . . just to prove to them that I'm not stubborn and that I'm not resistant to change, I'm asking ENWorld members: How do you treat AC in your games?
I'd like to know some good ways individual published d20 systems treat AC as well as peoples' own private "take" on AC. It doesn't matter which genre, and it doesn't matter if it's "universal" or not. At this stage I'm just mining for ideas.
Help please!
P.S. None of us own a copy of d20 Traveller. How do they treat AC?