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Armor: damage reduction
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<blockquote data-quote="dmnqwk" data-source="post: 6783275" data-attributes="member: 6804204"><p>Plate Armour offers an AC of 18, which is higher than a suit of Studded Leather worn by the world's most dexterous person. In a combat, AC does not represent just the ability to avoid a blow, but includes the damage reduction capabilities you are looking to separate. AC is a simplified system of damage soaking, combined with avoidance, that computer games would split into Armour, Dodge, Parry, Block etc. </p><p></p><p>Plate Armour offers more protection, already, than Studded Leather worn by the most dextrous person and so unless you re-work the AC value of heavy armour to remove the implied reduction it has (because if Armor does not include the reduction as part of the AC, why is it harder to "hit" someone just because they have armour.) you would be skewing the balance towards heavy armour.</p><p></p><p>If this was a video game, instead of hitting and missing, you would probably hit all the time but end up with the armour soaking part of the damage. Over time it'd work out the same, but DnD needs to simplify things to get it into as few dice rolls as possible.</p><p></p><p>But don't forget AC is not "hit and miss" but includes the factors such as glancing blows, deflected attacks, armour mitigation etc you'd find in video games on their own when a computer can make those calculations quickly.</p></blockquote><p></p>
[QUOTE="dmnqwk, post: 6783275, member: 6804204"] Plate Armour offers an AC of 18, which is higher than a suit of Studded Leather worn by the world's most dexterous person. In a combat, AC does not represent just the ability to avoid a blow, but includes the damage reduction capabilities you are looking to separate. AC is a simplified system of damage soaking, combined with avoidance, that computer games would split into Armour, Dodge, Parry, Block etc. Plate Armour offers more protection, already, than Studded Leather worn by the most dextrous person and so unless you re-work the AC value of heavy armour to remove the implied reduction it has (because if Armor does not include the reduction as part of the AC, why is it harder to "hit" someone just because they have armour.) you would be skewing the balance towards heavy armour. If this was a video game, instead of hitting and missing, you would probably hit all the time but end up with the armour soaking part of the damage. Over time it'd work out the same, but DnD needs to simplify things to get it into as few dice rolls as possible. But don't forget AC is not "hit and miss" but includes the factors such as glancing blows, deflected attacks, armour mitigation etc you'd find in video games on their own when a computer can make those calculations quickly. [/QUOTE]
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Armor: damage reduction
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