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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Armors: Getting hit vs Damage reduction
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<blockquote data-quote="El Mahdi" data-source="post: 5861388" data-attributes="member: 59506"><p>Alternity's system was likely less overpowered than straight DR, but I prefer to avoid any mechanics that add extra rolls to combat. Extra rolls tend to slow down combat resolution (and lengthen combat encounters in general).</p><p> </p><p>One way to do it without adding extra rolls, is to have damage based on the difference between the attack roll and AC/Defense (or an opposed Defense Roll if used), with possibly the addition of extra Damage Dice (like the 1D10 Monte and Company are proposing for Fighters in 5E). But, this requires a system with incredibly balanced math, where any extra additions (such as specializations, magic weapons, etc.) significantly impact the core system.</p><p> </p><p>Another way is instead of having a DR for Armor, donning armor increases one's Hit Points by a predetermined percentage (based on the Armor). This works kind of like Temporary Hit Points in that your Natural Maximum Hit Points do not change, but unlike Temporary Hit Points in that they aren't tracked seperately (they just improve the overall durability aspect of your Hit Points). If you take your armor off, your current Hit Points are reduced by the same percentage (that way you can't end up with more Hit Points than you would have had left if you hadn't been wearing Armor).</p><p> </p><p>One problem I've encountered with DR (aside from the significant impact DR has on Damage as opposed to AC/Defense), is that some players have a significantly hard time remembering to subtract their DR each time they're hit.</p><p> </p><p>For straight ease of use though, I prefer the Standard AC/Defense model to DR, though the simulationist in me does love DR.</p><p> </p><p><img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" /></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 5861388, member: 59506"] Alternity's system was likely less overpowered than straight DR, but I prefer to avoid any mechanics that add extra rolls to combat. Extra rolls tend to slow down combat resolution (and lengthen combat encounters in general). One way to do it without adding extra rolls, is to have damage based on the difference between the attack roll and AC/Defense (or an opposed Defense Roll if used), with possibly the addition of extra Damage Dice (like the 1D10 Monte and Company are proposing for Fighters in 5E). But, this requires a system with incredibly balanced math, where any extra additions (such as specializations, magic weapons, etc.) significantly impact the core system. Another way is instead of having a DR for Armor, donning armor increases one's Hit Points by a predetermined percentage (based on the Armor). This works kind of like Temporary Hit Points in that your Natural Maximum Hit Points do not change, but unlike Temporary Hit Points in that they aren't tracked seperately (they just improve the overall durability aspect of your Hit Points). If you take your armor off, your current Hit Points are reduced by the same percentage (that way you can't end up with more Hit Points than you would have had left if you hadn't been wearing Armor). One problem I've encountered with DR (aside from the significant impact DR has on Damage as opposed to AC/Defense), is that some players have a significantly hard time remembering to subtract their DR each time they're hit. For straight ease of use though, I prefer the Standard AC/Defense model to DR, though the simulationist in me does love DR. B-) [/QUOTE]
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Armors: Getting hit vs Damage reduction
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