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<blockquote data-quote="The Levitator" data-source="post: 3028400" data-attributes="member: 40099"><p>Boy, this is a great thread with some great perspectives! I have Iron Heroes, but we haven't been able to implement many of the changes into DM Genie, so we haven't tried it as THE system to game with. I kind of like the variable approach to DR in IH, but I've been hesitant to incorporate the high DR until I had a chance to hear what others think.</p><p></p><p>It seems to me that high DR can work, if that's the kind of world a person wants to build. I understand that it's always dicey trying to implement realistic physics into an abstract combat system, but my players like gritty combat a lot.</p><p></p><p>My biggest question right now is, does Armor DR balance or imbalance a low-magic campaign? The campaign I'm running isn't necessarily low magic, but it's a world turned upside-down by a complete domination of the land by orcs, orogs and ogres, all being controlled by a coven of daywalking vampires. The characters are 3rd level gestalt right now and are primarily combatting small groups of humanoids. But when they get up enough in levels, they will be facing the Coven, who are highly magical. The premise is that mankind has for the most part been eradicated, with most being killed. Some were kept for labor and breeding. The Coven, while powerful, is still small in numbers and needed help in thinning the herd before taking control. So they worked underground, training the orcs, orogs and ogres and turning them into a massive army to overpower the humans. The campaign started with the main attacks just completed and the heroes running for their lives to escape capture or death. Magic is low in the sense that most of the human cities have been overrun and there's nowhere to go to get items. There is a faction, or rebellion holed up in Myth Drannor. The orcs don't want to go into Cormanthor and they figure it's mostly elves anyway. I'm giving the heroes (it's a 2 person side campaign) more magic than they would normally have because the humanoids have stockpiled what they've found and it's not like the heroes can just go into town to buy anything. So while they hae a pretty good advantage now with the items they have comparatively, they will eventually be going up against minions of the Coven and even the Coven itself which will be much more magical.</p><p></p><p>We're using the standard UA Armor as DR variant right now. Is there anything I will have to do to balance it once they get up high enough to start leading the rebellion and eventually facing the Coven? I'm extremely open to suggestions.</p><p></p><p>I apologize for taking this a little off track from the original question about adamantine armor, but it seems that many here are offering some really great perspectives regarding DR in genereal.</p></blockquote><p></p>
[QUOTE="The Levitator, post: 3028400, member: 40099"] Boy, this is a great thread with some great perspectives! I have Iron Heroes, but we haven't been able to implement many of the changes into DM Genie, so we haven't tried it as THE system to game with. I kind of like the variable approach to DR in IH, but I've been hesitant to incorporate the high DR until I had a chance to hear what others think. It seems to me that high DR can work, if that's the kind of world a person wants to build. I understand that it's always dicey trying to implement realistic physics into an abstract combat system, but my players like gritty combat a lot. My biggest question right now is, does Armor DR balance or imbalance a low-magic campaign? The campaign I'm running isn't necessarily low magic, but it's a world turned upside-down by a complete domination of the land by orcs, orogs and ogres, all being controlled by a coven of daywalking vampires. The characters are 3rd level gestalt right now and are primarily combatting small groups of humanoids. But when they get up enough in levels, they will be facing the Coven, who are highly magical. The premise is that mankind has for the most part been eradicated, with most being killed. Some were kept for labor and breeding. The Coven, while powerful, is still small in numbers and needed help in thinning the herd before taking control. So they worked underground, training the orcs, orogs and ogres and turning them into a massive army to overpower the humans. The campaign started with the main attacks just completed and the heroes running for their lives to escape capture or death. Magic is low in the sense that most of the human cities have been overrun and there's nowhere to go to get items. There is a faction, or rebellion holed up in Myth Drannor. The orcs don't want to go into Cormanthor and they figure it's mostly elves anyway. I'm giving the heroes (it's a 2 person side campaign) more magic than they would normally have because the humanoids have stockpiled what they've found and it's not like the heroes can just go into town to buy anything. So while they hae a pretty good advantage now with the items they have comparatively, they will eventually be going up against minions of the Coven and even the Coven itself which will be much more magical. We're using the standard UA Armor as DR variant right now. Is there anything I will have to do to balance it once they get up high enough to start leading the rebellion and eventually facing the Coven? I'm extremely open to suggestions. I apologize for taking this a little off track from the original question about adamantine armor, but it seems that many here are offering some really great perspectives regarding DR in genereal. [/QUOTE]
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