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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Defense Bonus Based on Base Attack Bonus?
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<blockquote data-quote="kyberus" data-source="post: 2120424" data-attributes="member: 23311"><p>I do agree that while the armor system is balanced, it really doesn't make sense, personal defence capacities do not progress at all unless one takes one of a few feats, is a monk, or gains extra dexterity, while attack capacities increase at a steady rate. Defensive capacities become dependant on either A: high hit points, or B: magical items (ussually b, right?). I don't like this, since a human just can't take very many hits that get through their armor, but I digress.</p><p>Here's a suggestion for </p><p>I would recommend only 3/5 of base attack bonus for defence bonus, and to keep</p><p>shield bonus to AC. Monks would loose their normal armor progression from class levels, and instead gain a fighter's defence progression. </p><p></p><p>Instead, however, you could change armor like so:</p><p>instead of granting AC, armor grants DR equal to the AC it would normally grant. Remove the "maximum dexterity bonus" from the armor, why? because this was added to make sure AC+dex always equalled rougly 9, keeps everything balanced, but no longer relevant since armor no longer adds ac. Instead, apply the armor check penalty on the armor directly against the dexterity bonus of the user (allowing negative values). perhaps the armor and check penalties would have to be balanced, (probably some of the heavier check penalties decreased), and power attack w/ two handers decreased to 1.5 * penalty, rather than 2*. Also, as was suggested on another thread, warhammers and mauls should do less damage (d6 / d8), but perhaps ignore 1/2 of the DR from armor? Yes, I am aware this makes it better for a knight to go fight a truely titanic foe without armor, simply because the DR is so low, but that makes sense. Against swords, plate is nasty, but against a club larger than your entire body? probably better to get out of the way.</p><p></p><p>Really, that may be quite stupid... and the problem with adding defence progressions is in part that it unbalances touch attacks, so you'd have to NOT apply them against touch attacks (which I confess doesn't make sense) unless you wanted to go through and re-balance touch spells. Wouldn't you?</p><p></p><p>As for blocking defence bonus would cover all components of self defence, as AC does now in an odd maner, to keep the rolling simpler, no?</p><p></p><p>_______________________________________________________________________</p><p>I'm not a COMPLETE idiot, I swear.</p></blockquote><p></p>
[QUOTE="kyberus, post: 2120424, member: 23311"] I do agree that while the armor system is balanced, it really doesn't make sense, personal defence capacities do not progress at all unless one takes one of a few feats, is a monk, or gains extra dexterity, while attack capacities increase at a steady rate. Defensive capacities become dependant on either A: high hit points, or B: magical items (ussually b, right?). I don't like this, since a human just can't take very many hits that get through their armor, but I digress. Here's a suggestion for I would recommend only 3/5 of base attack bonus for defence bonus, and to keep shield bonus to AC. Monks would loose their normal armor progression from class levels, and instead gain a fighter's defence progression. Instead, however, you could change armor like so: instead of granting AC, armor grants DR equal to the AC it would normally grant. Remove the "maximum dexterity bonus" from the armor, why? because this was added to make sure AC+dex always equalled rougly 9, keeps everything balanced, but no longer relevant since armor no longer adds ac. Instead, apply the armor check penalty on the armor directly against the dexterity bonus of the user (allowing negative values). perhaps the armor and check penalties would have to be balanced, (probably some of the heavier check penalties decreased), and power attack w/ two handers decreased to 1.5 * penalty, rather than 2*. Also, as was suggested on another thread, warhammers and mauls should do less damage (d6 / d8), but perhaps ignore 1/2 of the DR from armor? Yes, I am aware this makes it better for a knight to go fight a truely titanic foe without armor, simply because the DR is so low, but that makes sense. Against swords, plate is nasty, but against a club larger than your entire body? probably better to get out of the way. Really, that may be quite stupid... and the problem with adding defence progressions is in part that it unbalances touch attacks, so you'd have to NOT apply them against touch attacks (which I confess doesn't make sense) unless you wanted to go through and re-balance touch spells. Wouldn't you? As for blocking defence bonus would cover all components of self defence, as AC does now in an odd maner, to keep the rolling simpler, no? _______________________________________________________________________ I'm not a COMPLETE idiot, I swear. [/QUOTE]
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Defense Bonus Based on Base Attack Bonus?
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