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<blockquote data-quote="Tovec" data-source="post: 5536973" data-attributes="member: 95493"><p>I'm currently working on a bit of a rewrite for the armor and HP rules (along with attacks).</p><p></p><p>As far as I can approximate from real world history there are a few different forms of "AC" that should exist that are not currently represented.</p><p></p><p>The first is a parry system, I'm modeling it partially after the Pathfinder Duelist's Parry ability. Basically you spend an attack to block a blow from the attacker instead of letting it hit your armor. There would be sub-rules of which weapons can do it (usually a light weapon or one handed if only using one).</p><p></p><p>Second is blocking or deflecting. This is typically done with a shield and is your best defense against longer ranged attacks. Very similar to parry in the fact its a dynamic roll against the attack. Shields would be an excellent form for this. All forms of shields sucked in 3e and didn't represent the reality.</p><p></p><p>The third form is a dodge mechanic, the closest existing in 3.5 is sort of "touch". Basically its the ability to avoid the attack from connecting. This would be the closest to actual AC in my new system. It is what you rely on to not get hit when parry and blocking fail.</p><p></p><p>The final form is the armor itself. Armor is like damage reduction, with each type providing a different bonus. This is what makes sure you don't die if something gets through. This is not at all going to be similar to "AC" in the traditional sense.</p><p></p><p>With the above 4 forms of "armor" I'm hoping attacks don't get through and do not hit your HP. With that in mind the plan is to then reduce the HP drastically (as fewer things should get through).</p><p></p><p>Clearly a work in progress but.. Thoughts?</p></blockquote><p></p>
[QUOTE="Tovec, post: 5536973, member: 95493"] I'm currently working on a bit of a rewrite for the armor and HP rules (along with attacks). As far as I can approximate from real world history there are a few different forms of "AC" that should exist that are not currently represented. The first is a parry system, I'm modeling it partially after the Pathfinder Duelist's Parry ability. Basically you spend an attack to block a blow from the attacker instead of letting it hit your armor. There would be sub-rules of which weapons can do it (usually a light weapon or one handed if only using one). Second is blocking or deflecting. This is typically done with a shield and is your best defense against longer ranged attacks. Very similar to parry in the fact its a dynamic roll against the attack. Shields would be an excellent form for this. All forms of shields sucked in 3e and didn't represent the reality. The third form is a dodge mechanic, the closest existing in 3.5 is sort of "touch". Basically its the ability to avoid the attack from connecting. This would be the closest to actual AC in my new system. It is what you rely on to not get hit when parry and blocking fail. The final form is the armor itself. Armor is like damage reduction, with each type providing a different bonus. This is what makes sure you don't die if something gets through. This is not at all going to be similar to "AC" in the traditional sense. With the above 4 forms of "armor" I'm hoping attacks don't get through and do not hit your HP. With that in mind the plan is to then reduce the HP drastically (as fewer things should get through). Clearly a work in progress but.. Thoughts? [/QUOTE]
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