GMforPowergamers
Legend
Too complex. Just too complex. Keep it dead simple. This is D&D.
-YRUSirius
How complex is take x less damage if the attack targets AC?
Where x is equal to armor number+ magic enhancement
Too complex. Just too complex. Keep it dead simple. This is D&D.
-YRUSirius
It's too complex. It adds a whole another layer of complexity that isn't really needed.
Always do the mother test: "Would your mother find this too complex in actual play, would she understand it? Would she need it to enjoy the game?"
-YRUSirius
So how do we make heavy AND light armors both useful and diffrent?
Always do the mother test: "Would your mother find this too complex in actual play, would she understand it? Would she need it to enjoy the game?"
Because damage reduction rules have never really been presented that cleanly, especially when there are exceptions (silver, cold iron, +1 enhancement, etc.)How complex is take x less damage if the attack targets AC?
Where x is equal to armor number+ magic enhancement
This seems a very bad idea, as my mother's favourite systems are GURPs and Rolemaster.
Shields could be a straight up % to deflect a blow, and maybe keep its piddly AC boost it has traditionally had. Makes you harder to hit, and can even turn a "hit" into a miss on %. example: Buckler 5% + 1% per level (cap 25% at level 20), Medium Shield 10%, Tower Shield 30%... whatever, those numbers are merely illustrative at this point. The point is that when it comes to shields... size matters.
I know about that table, but adding and subtracting from AC was a bit annoying.
Instead adding damage reduction vs certain types would be a simpler mechanic.
So light armor could give DR vs no type, medium vs one and heavy armor vs two types.
I'm not saying AC should be traded for DR; rather DR should be in addition to a high AC (at least higher than light armor: i.e. a high dex rogue should approach a heavily armored fighter in AC, but the tank gets DR as well))
On the "difference between armor being better AC means you need more gold". My experience is that this is not a good approach. The thing is you dont really have that much trouble getting the gold together. Then you get it, and by level X you have Dragon plate. So everyone who is a heavy armor wearer wears dragon plate. Then what? There is only really 3 armor types in the entire game : the best light, the best medium, the best heavy.
I just find this a really boring result. I would much prefer that armors have reasons to wear them and reasons not to wear them. That each type of armor you came up with could stand on its own merits and not be defined by its (irrelevant) cost.