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<blockquote data-quote="Najo" data-source="post: 3694289" data-attributes="member: 9959"><p>I like the idea of nailing something hard and then having the possibility of the weapon shattering from the devastating blow. The weapon sundering itself makes it so it may or may not break immediately. The must roll maximum damage on the dice is clunky, but it doesn't penalize characters with a high strength. I would like something more like this but simplified. Weapon breakage should happen when they hit something and it should be unexpected.</p><p></p><p>As for armor, your right about that. I did add in some armor optimization and improved dodge style feats, as well as parry. That should help a bit, but seems like there needs to be something more. Problem with class defense is that is doesn't stack with armor bonus, so characters will not wear any armor at all. Perhaps going to a class defense with armor giving damage reduction would be better. But doing that takes it away from current D&D rules. How do we keep attack roll vs armor class and then roll damage, but keep the feel of dodging and evasion causing the misses and then armor aiding a bit without overhauling the entire system or having to re-stat monsters.</p></blockquote><p></p>
[QUOTE="Najo, post: 3694289, member: 9959"] I like the idea of nailing something hard and then having the possibility of the weapon shattering from the devastating blow. The weapon sundering itself makes it so it may or may not break immediately. The must roll maximum damage on the dice is clunky, but it doesn't penalize characters with a high strength. I would like something more like this but simplified. Weapon breakage should happen when they hit something and it should be unexpected. As for armor, your right about that. I did add in some armor optimization and improved dodge style feats, as well as parry. That should help a bit, but seems like there needs to be something more. Problem with class defense is that is doesn't stack with armor bonus, so characters will not wear any armor at all. Perhaps going to a class defense with armor giving damage reduction would be better. But doing that takes it away from current D&D rules. How do we keep attack roll vs armor class and then roll damage, but keep the feel of dodging and evasion causing the misses and then armor aiding a bit without overhauling the entire system or having to re-stat monsters. [/QUOTE]
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