One of the annoying problems going forward with D&D3/3.5 is the way in which the standard ruleset really requires magic to keep your AC high enough not to be a punching bag in combat. This becomes a problem when you're working with low-magic settings.
My house solution is expressed in the latter half of this doc (under "Defending in Melee"):
http://www.twilightminds.com/soras/pdf/SORAS_d20_Combat_and_Injury.pdf
(part of the Spirits of Rock and Sky thing at http://www.twilightminds.com/sorasfull.html, but I've used varients on this rule for quite the while).
Allowing people to devote their attack bonus to defense against specific foes solves a lot of problems relating to high level play in low-magic settings, I find. Anyone have any comments, similar systems or refinements?
Reason
http://www.exratio.com
My house solution is expressed in the latter half of this doc (under "Defending in Melee"):
http://www.twilightminds.com/soras/pdf/SORAS_d20_Combat_and_Injury.pdf
(part of the Spirits of Rock and Sky thing at http://www.twilightminds.com/sorasfull.html, but I've used varients on this rule for quite the while).
Allowing people to devote their attack bonus to defense against specific foes solves a lot of problems relating to high level play in low-magic settings, I find. Anyone have any comments, similar systems or refinements?
Reason
http://www.exratio.com
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