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Armor Redone [Final Draft v1.1]
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<blockquote data-quote="Technik4" data-source="post: 880192" data-attributes="member: 7211"><p>mmu1:</p><p></p><p>I think I understand where you are coming from, so lets try this. Using point buy you pick your ability scores, assuming equal Con between 2 front-line-based characters (melee) the real difference will show up in Str and Dex. There are the high str ftr/barbs then there are the high dex ftr/rogs. There are also regular straight fighters that can play either role, as well as regular barbs going for str and regular rangers going for dex.</p><p></p><p>So, one concentrates on Str, thus enabling heavy armor. One concentrates on dex, which implies lower damage, finesse, possible duelist, etc. We are talking melee characters here, so Attack Rolls between both characters should be equal if the finesse character spends a feat on Weapon Finesse (the same feat will probably be Power Attack for the str-based).</p><p></p><p>However we are talking armor class not damage output, its just important to note that there is an inherent damage advantage by the high str character. The melee finesse's inherent advantage lies in a higher touch AC (if in armor with a good max dex), a higher initiative bonus, and a better reflex save.</p><p></p><p>Now we come to armors. As seasong pointed out, a dex-based character can wear heavy armor, but more than likely is willing to spend the money on mithril armor and due to mithril costs, probably medium armor (thus retaining 30 ft movement). The str based fighter knows he has little dex, and will therefore get the best armor he can afford (best meaning highest AC). This will end up costing the str-based fighter more in the early levels, but will stabilize to be almost meaningless at high levels.</p><p></p><p>The problem lies with the str fighter. He doesn't get enough bang for his buck on the AC front. He still retains the large damage advantage, but that is more a function of his strength being high (which was a result of him putting a lower score in Dex in the first place).</p><p></p><p>If d&d went on with improving armors up to the +10 full plate range, then yes your estimation would be one I would agree with. But it doesn't [Non-Epic]. Most armors dont get more than a +5 enhancement bonus, and that only at the highest levels. This means that the base AC is very important, and if the chain shirt user can get the first 2 of those bonuses more early than the full plate user, thats a large advantage.</p><p></p><p>Making the assumption that the Chain Shirt wearer has an 18 dex has only been made with an equal assumption that the Full Plate wearer has an 18 str and will be doing more damage. The problem is that the chain shirt wearer can get a higher AC, especially if the full plate wearer has a 2-h weapon.</p><p></p><p>Seasong:</p><p></p><p>Glad to see I've turned you to the dis-satisfied side <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Anyway, yes max dex bonuses are part of the problem. My analysis started with the premise that I would "nerf" as few armors as possible, thus generally allowing everyone to play with what they already have, possibly gaining bonuses (for med + heavy armors).</p><p></p><p>As far as altering the Max Dex bonuses, your alterations on light armors will have little effect, as Chain Shirt is really the big offender of being "too good". I considered knocking it down to +3 AC (same as studded leather), and have made changes reflecting this in the above system.</p><p></p><p>This way full plate maxes at +10, which is a couple points better than it is now (instead of 4, which is excessive).</p><p></p><p>Again, mostly the system is the same as 3.0e, with a few alterations to improve later armors (esp Chainmail).</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 880192, member: 7211"] mmu1: I think I understand where you are coming from, so lets try this. Using point buy you pick your ability scores, assuming equal Con between 2 front-line-based characters (melee) the real difference will show up in Str and Dex. There are the high str ftr/barbs then there are the high dex ftr/rogs. There are also regular straight fighters that can play either role, as well as regular barbs going for str and regular rangers going for dex. So, one concentrates on Str, thus enabling heavy armor. One concentrates on dex, which implies lower damage, finesse, possible duelist, etc. We are talking melee characters here, so Attack Rolls between both characters should be equal if the finesse character spends a feat on Weapon Finesse (the same feat will probably be Power Attack for the str-based). However we are talking armor class not damage output, its just important to note that there is an inherent damage advantage by the high str character. The melee finesse's inherent advantage lies in a higher touch AC (if in armor with a good max dex), a higher initiative bonus, and a better reflex save. Now we come to armors. As seasong pointed out, a dex-based character can wear heavy armor, but more than likely is willing to spend the money on mithril armor and due to mithril costs, probably medium armor (thus retaining 30 ft movement). The str based fighter knows he has little dex, and will therefore get the best armor he can afford (best meaning highest AC). This will end up costing the str-based fighter more in the early levels, but will stabilize to be almost meaningless at high levels. The problem lies with the str fighter. He doesn't get enough bang for his buck on the AC front. He still retains the large damage advantage, but that is more a function of his strength being high (which was a result of him putting a lower score in Dex in the first place). If d&d went on with improving armors up to the +10 full plate range, then yes your estimation would be one I would agree with. But it doesn't [Non-Epic]. Most armors dont get more than a +5 enhancement bonus, and that only at the highest levels. This means that the base AC is very important, and if the chain shirt user can get the first 2 of those bonuses more early than the full plate user, thats a large advantage. Making the assumption that the Chain Shirt wearer has an 18 dex has only been made with an equal assumption that the Full Plate wearer has an 18 str and will be doing more damage. The problem is that the chain shirt wearer can get a higher AC, especially if the full plate wearer has a 2-h weapon. Seasong: Glad to see I've turned you to the dis-satisfied side ;) Anyway, yes max dex bonuses are part of the problem. My analysis started with the premise that I would "nerf" as few armors as possible, thus generally allowing everyone to play with what they already have, possibly gaining bonuses (for med + heavy armors). As far as altering the Max Dex bonuses, your alterations on light armors will have little effect, as Chain Shirt is really the big offender of being "too good". I considered knocking it down to +3 AC (same as studded leather), and have made changes reflecting this in the above system. This way full plate maxes at +10, which is a couple points better than it is now (instead of 4, which is excessive). Again, mostly the system is the same as 3.0e, with a few alterations to improve later armors (esp Chainmail). Technik [/QUOTE]
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Armor Redone [Final Draft v1.1]
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