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General Tabletop Discussion
*Pathfinder & Starfinder
Armors: Getting hit vs Damage reduction
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<blockquote data-quote="groklynn" data-source="post: 5861564" data-attributes="member: 6691336"><p>I have a homerule for this:</p><p>Let's say you have 3 defenses - will/fort/ref. Which of them have been working already with some combat problems? at least reflexes. and what is the AC? it's a dexterity driven defense too (in a common way) but - if there's an armor on you and you've been hit, does it mean, that you'll get the same damage, if you have no armor? we can say - he dodged or parried cause it's a dex part of rules. </p><p>but if we take, say, immobilized character receiving an arrow in his chest. there will be no difference at all.</p><p></p><p>so what I want to say - one throw with two checks and AC bonus from all the items for two modifiers (AC + dex and AC + fort)</p><p> </p><p>the heavier armor gets primary bonus to fortitude AC and lighter armor adds bonus to reflex AC. e.g. clothes add +4 AC(REF) (why it works so? how do you feel when you are naked in front of crowd trying to avoid attack? i think that comfortable and suited cloth is a really good companion for your success at avoiding attacks) and no fortitude bonus and plate adds +8 AC(FORT) and no ref bonus and all other armor types work in a balance. all the magic items count their enchantement to both AC's. </p><p></p><p>so you roll attack, then you look at your ref modified AC, and if you hit you look at your fort modified AC. if your fort AC is bigger than roll - your armor gets all the damage and every armor has it's own hp, but you could easily remove 1 AC bonus for each direct hit in your armor and add some reparation work every day. if your fort AC is lower, your armor reduces damage for it's AC bonus. so plate is easy to hit but hard to damage wearer and it could be broken really slowly and cloth is doesn't help you with damage but with good reflexes you gain additional bonus for evading style of defence.</p></blockquote><p></p>
[QUOTE="groklynn, post: 5861564, member: 6691336"] I have a homerule for this: Let's say you have 3 defenses - will/fort/ref. Which of them have been working already with some combat problems? at least reflexes. and what is the AC? it's a dexterity driven defense too (in a common way) but - if there's an armor on you and you've been hit, does it mean, that you'll get the same damage, if you have no armor? we can say - he dodged or parried cause it's a dex part of rules. but if we take, say, immobilized character receiving an arrow in his chest. there will be no difference at all. so what I want to say - one throw with two checks and AC bonus from all the items for two modifiers (AC + dex and AC + fort) the heavier armor gets primary bonus to fortitude AC and lighter armor adds bonus to reflex AC. e.g. clothes add +4 AC(REF) (why it works so? how do you feel when you are naked in front of crowd trying to avoid attack? i think that comfortable and suited cloth is a really good companion for your success at avoiding attacks) and no fortitude bonus and plate adds +8 AC(FORT) and no ref bonus and all other armor types work in a balance. all the magic items count their enchantement to both AC's. so you roll attack, then you look at your ref modified AC, and if you hit you look at your fort modified AC. if your fort AC is bigger than roll - your armor gets all the damage and every armor has it's own hp, but you could easily remove 1 AC bonus for each direct hit in your armor and add some reparation work every day. if your fort AC is lower, your armor reduces damage for it's AC bonus. so plate is easy to hit but hard to damage wearer and it could be broken really slowly and cloth is doesn't help you with damage but with good reflexes you gain additional bonus for evading style of defence. [/QUOTE]
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Armors: Getting hit vs Damage reduction
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