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Awfully Alarmed About Armour
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<blockquote data-quote="ianleblanc" data-source="post: 5939407" data-attributes="member: 62415"><p><span style="font-family: 'Arial'"><span style="font-size: 15px">I’m late to the party, I though I’d poke at a few ideas and see if they get more creative juices flowing.</span></span><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span> <span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"> I think having a second percentile role gets rather complicated and gamy. Also it neglects the fact that blocking with a shield can still be rather painful (certainty bruising and winding the user and even potentially breaking ones arm). This would neglect HP being (at least partly) an abstraction philosophy that the designers have adopted.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span> <span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span> <span style="font-family: 'Arial'"><span style="font-size: 15px"> I totally get where you are coming from (having lived it as well), but I think that calculating DR on every hit is much longer than adding AC once at the beginning of the fight.</span></span><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"> Players are fighting orcs with spears, ok everyone with piercing resistance gets +2 AC for the duration of the fights.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"> </span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px">OR</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"> </span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px">Players are fighting orcs with spears, every hit against players with piercing resistance requires an additional subtraction (This calculation is also much easier to forget).</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span> <span style="font-family: 'Arial'"><span style="font-size: 15px">Also, making the DR scale with damage is night impossible. But with flat math, armor resistance in the form of +AC is much more feasible.</span></span><span style="font-family: 'Arial'"><span style="font-size: 15px">However I very much like the idea of each kind of armor providing 0, 1 or 2 types of resistance. I just think that that resistance should be expressed as + to AC instead.</span></span><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span> <span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span><span style="font-family: 'Arial'"><span style="font-size: 15px">The problems with DR (as much as I agree that it is intuitive), is that:</span></span><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span> <span style="font-family: 'Arial'"><span style="font-size: 15px">- </span></span><span style="font-family: 'Arial'"><span style="font-size: 15px">It doesn’t scale well with damage.</span></span><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span> <span style="font-family: 'Arial'"><span style="font-size: 15px">- </span></span><span style="font-family: 'Arial'"><span style="font-size: 15px">Doesn't account for very precise but low damage attacks.</span></span><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span> <span style="font-family: 'Arial'"><span style="font-size: 15px">- </span></span><span style="font-family: 'Arial'"><span style="font-size: 15px">It requires significantly more additional calculations, which make it very gamey and prone to forgetting.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span> <span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span> <span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span> <span style="font-family: 'Arial'"><span style="font-size: 15px">Definitely agree that this is a problem!</span></span><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span> <span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px">Possible solutions:</span></span><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span> <span style="font-family: 'Arial'"><span style="font-size: 15px">- Different armors offer different resistances (all heavy armors would resist 2 types of weapons, but it would be 2 different types depending on the armor.)</span></span><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span> <span style="font-family: 'Arial'"><span style="font-size: 15px">- Different armors affect different skills (chain mail -5 to sneak, scale mail -5 to athletics, plate -10 to swim, etc).</span></span><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span> <span style="font-family: 'Arial'"><span style="font-size: 15px">- Different armors break or are repaired differently</span></span><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span> <span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px">I really like the idea of having armors and weapons occasionally break. When a mob rolls a critical hit, there be a flat 10% chance that the players armor or weapon breaks. (broken armors could lose half of their AC bonus or something)</span></span><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 15px"></span></span> <span style="font-family: 'Arial'"><span style="font-size: 15px">Might not be worth having this happen to mobs, as it could get long and distracting, but on PC’s it could justify the whole having to keep back up weapons and having to purchase new armors, with the best maybe not always available or affordable. Would also open up interesting skills like weapon/armor smith. </span></span></p></blockquote><p></p>
[QUOTE="ianleblanc, post: 5939407, member: 62415"] [FONT=Arial][SIZE=4]I’m late to the party, I though I’d poke at a few ideas and see if they get more creative juices flowing.[/SIZE][/FONT][FONT=Arial][SIZE=4] [/SIZE][/FONT] [FONT=Arial][SIZE=4][/SIZE][/FONT][FONT=Arial][SIZE=4] I think having a second percentile role gets rather complicated and gamy. Also it neglects the fact that blocking with a shield can still be rather painful (certainty bruising and winding the user and even potentially breaking ones arm). This would neglect HP being (at least partly) an abstraction philosophy that the designers have adopted. [/SIZE][/FONT] [FONT=Arial][SIZE=4][/SIZE][/FONT][FONT=Arial][SIZE=4] [/SIZE][/FONT] [FONT=Arial][SIZE=4] I totally get where you are coming from (having lived it as well), but I think that calculating DR on every hit is much longer than adding AC once at the beginning of the fight.[/SIZE][/FONT][FONT=Arial][SIZE=4] Players are fighting orcs with spears, ok everyone with piercing resistance gets +2 AC for the duration of the fights. OR Players are fighting orcs with spears, every hit against players with piercing resistance requires an additional subtraction (This calculation is also much easier to forget). [/SIZE][/FONT] [FONT=Arial][SIZE=4]Also, making the DR scale with damage is night impossible. But with flat math, armor resistance in the form of +AC is much more feasible.[/SIZE][/FONT][FONT=Arial][SIZE=4]However I very much like the idea of each kind of armor providing 0, 1 or 2 types of resistance. I just think that that resistance should be expressed as + to AC instead.[/SIZE][/FONT][FONT=Arial][SIZE=4] [/SIZE][/FONT] [FONT=Arial][SIZE=4][/SIZE][/FONT][FONT=Arial][SIZE=4] [/SIZE][/FONT][FONT=Arial][SIZE=4]The problems with DR (as much as I agree that it is intuitive), is that:[/SIZE][/FONT][FONT=Arial][SIZE=4] [/SIZE][/FONT] [FONT=Arial][SIZE=4]- [/SIZE][/FONT][FONT=Arial][SIZE=4]It doesn’t scale well with damage.[/SIZE][/FONT][FONT=Arial][SIZE=4] [/SIZE][/FONT] [FONT=Arial][SIZE=4]- [/SIZE][/FONT][FONT=Arial][SIZE=4]Doesn't account for very precise but low damage attacks.[/SIZE][/FONT][FONT=Arial][SIZE=4] [/SIZE][/FONT] [FONT=Arial][SIZE=4]- [/SIZE][/FONT][FONT=Arial][SIZE=4]It requires significantly more additional calculations, which make it very gamey and prone to forgetting. [/SIZE][/FONT] [FONT=Arial][SIZE=4] [/SIZE][/FONT][FONT=Arial][SIZE=4] [/SIZE][/FONT] [FONT=Arial][SIZE=4][/SIZE][/FONT][FONT=Arial][SIZE=4] [/SIZE][/FONT] [FONT=Arial][SIZE=4]Definitely agree that this is a problem![/SIZE][/FONT][FONT=Arial][SIZE=4] [/SIZE][/FONT] [FONT=Arial][SIZE=4] Possible solutions:[/SIZE][/FONT][FONT=Arial][SIZE=4] [/SIZE][/FONT] [FONT=Arial][SIZE=4]- Different armors offer different resistances (all heavy armors would resist 2 types of weapons, but it would be 2 different types depending on the armor.)[/SIZE][/FONT][FONT=Arial][SIZE=4] [/SIZE][/FONT] [FONT=Arial][SIZE=4]- Different armors affect different skills (chain mail -5 to sneak, scale mail -5 to athletics, plate -10 to swim, etc).[/SIZE][/FONT][FONT=Arial][SIZE=4] [/SIZE][/FONT] [FONT=Arial][SIZE=4]- Different armors break or are repaired differently[/SIZE][/FONT][FONT=Arial][SIZE=4] [/SIZE][/FONT] [FONT=Arial][SIZE=4] I really like the idea of having armors and weapons occasionally break. When a mob rolls a critical hit, there be a flat 10% chance that the players armor or weapon breaks. (broken armors could lose half of their AC bonus or something)[/SIZE][/FONT][FONT=Arial][SIZE=4] [/SIZE][/FONT] [FONT=Arial][SIZE=4]Might not be worth having this happen to mobs, as it could get long and distracting, but on PC’s it could justify the whole having to keep back up weapons and having to purchase new armors, with the best maybe not always available or affordable. Would also open up interesting skills like weapon/armor smith. [/SIZE][/FONT] [/QUOTE]
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