BAB as AC modifier?

Janx

Hero
I was thinking about Iron Lore and house rules, and AC and stuff when I had the thought, "why isn't BAB also and AC modifier?"

Now I know there are feats that allow you to SHIFT BAB to AC, but that's not what I'm talking about.

Consider 2 twin fighters, Bill and Bob. Both have 10 STR and 10 DEX. They're both 1st level. They have no armor, and let's say they both use a longsword.

BAB +1
AC 10

Both need 9's to hit each other. A slug fest between them would come down to dice rolls and damage (who rolled better).

Now, a couple years later, Bill and Bob meet again. Oddly enough, they went through the same adventures (different DM), and both end up washed on the beach. They're 20th level now, with naught but a longsword

BAB +20
AC 10

Now, they need 2's or better to hit each other (-10 actually, but 1's always miss and my dice don't go negative).

Now it is a fact of real fighting that higher skilled fighters are harder to hit than low-skilled fighters (I've got the bruises to prove it). One can argue that certain styles sacrifice defense more than offense (and vice versa), or that the ratio of hitting skill is not even to blocking skill, but let's not quibble too much.

I would argue that a low level attacker should find the following true:
hitting high level person is harder than hitting a low level person

In that case, our 20th level fighters would have:
BAB +20
AC 30

and need 10's to hit each other (when you apply this rule to the 1st level versions, they'll need 10's as well).

So assuming you resolve the problem of magic stuff skewing the numbers, what kind of impact do you think BAB as AC modifier would have on the game?

With no magic armor, but the best armor money could buy, I guess the theoretical top AC is roughly AC 42 (10base + 20 level + 10 full plate + 2 shield). There'd be some variance for Dexterous characters and such. But that's a pretty hard to hit guy. Compare that to some monsters at CR20...

Black Dragon, Wyrm, +42 to-hit, AC 39 (all CR20 dragons seem comparable)
Balor +33 to-hit, AC 35
Pit Fiend +30 to-hit, AC 40
Tarrasque +57 to-hit, AC 35

As you can see, the CR20 monsters get pretty hard to hit (and hit back just as hard), yet without magic gear, the PC is screwed in the fight. Heck, I'm not sure that the best magic gear Bob could get would put him in that camp (let's see fuzzy D&D math is 10base + 15 (+5 plate armor) + 7 (+5 big shield) + 5 (ring of protection) = 37, which is comparable to my BABasAC idea). For those good at D&D math, what is the correct max AC a fighter could get?

I'm intrigued by this idea, because in the games I've played in or run, I've not seen PC's armor classes keep pace with the monsters (except in a few power gamer players' hands). This doesn't quite make sense to me. It seems like a way to simulate the skill in not getting hit, without heavy reliance on magic armors (granted, with both BABasAC and magic armor, that would really throw a wrench into the works).

Thoughts?

Janx
 

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One way to deal with is is that the BAB applies to AC only if you arn't wearing armor. Or rather, they overlap but do not stack.
 

In D&D, hit points scale with level as opposed to AC. Many variants use a 'class defense bonus' that scales with level, and often substitute a damage system (eg WP/VP or MDT).

With AC's scaling as fast as BAB, a fight between evenly matched opponents could take a real long time.

Monster AC's scale artifically high mostly to keep them in the fight longer than a round. Most of them don't have the gear that PCs do, or the iterative attacks.
 

One option for this is too give everyone virtual combat expertise and greater combat expertise as feats

You would have to adjust a few feat prerequesities along the way but it would have the advantage of making all skilled combatants harder to hit --

hence our two fighters -- with Sword and Loin Cloth -- rather than hitting on a "-10" at 20th level or "-6" with fighting defensivly they could decide how hard they were to hit

Fighter #1 may opt for BAB 10 AC 20 and Fighter #2 may want All Out Attack -- make them decide before they roll Inititiative and you have a fairly fast system that encourages tactical thinking

Heck if you really want to allow points to be moved to Initiative -- so Fighter #1 may want BAB 10 AC18 and Initiative +2 where as fighter 2 may want BAB 10 Inititive +10 AC 10 instead -- relyimg on going first rather than not being hit

For monsters and the like just assume the stats as is
 


The game balance was set so as to include the magic gear one would likely have at a given level. HP do a rough job of simulating the better defense of high level characters. There are several systems which allow characters to increase their armor class as they gain in level. The simplest to implement in a regular D&D game add some dodge bonus (usually along the lines of 1/2 BAB or something around that magnitude). This stacks with dex and feat dodge bonuses (as usual), but this dodge total is limited by the max dex bonus for a given type of armor. This keeps heavily armored characters from having an even higher limit, but lets lighter armored characters have good ACs as well. If you want to see and actual implementation of some kind of more level = more defense, I would point you toward Conan or Blue Rose (I don't think the pocket Conan is all that pricey, and I recomend that system to any gamer who doesn't cover his/her ears and go, "La, la, la, I'm not listening.")
 

assuming hit points covers the needs of higher level fighters is faulty logic. The current system assumes the PCs will have higher level ACs because they have more expensive gear. The problem is, its entirely gear based, and doesn't come close to modeling the reality that highly skilled fighters don't get hit.

Janx
 

Hit Points represent the capability of turning a deadly strike into a grazing blow, or just a near-miss. At 1st level, with 10 HP, Bob could strike Bill twice and kill him. At 20th level, Bob has to swing at Bill for quite some time to finally connect that killing blow (in game terms, it will take Bob several rounds to bring Bill's HP to 8, where a single longsword hit can kill him).

Other than that? Fighting Defensively and Combat Expertise/Improved Combat Expertise. Take a penalty to hit, increase AC.
 

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