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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Defense Bonus Based on Base Attack Bonus?
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<blockquote data-quote="boredgremlin" data-source="post: 2545672" data-attributes="member: 31646"><p>Systems with Armor as DR are good sometimes. Its easier to get behind the idea for a lot of players and armor absorbing damage means that it still stays usefull at higher levels when ordinarily enemies BAB's outstrip AC pretty badly in the normal system. </p><p></p><p>  What i do is pretty similar to the grim and gritties system, lol or should i say systems because i pieced together bits from a few different versions? Anyway its like this. Defense goes up like a saving throw but with 3 different advancement rates that top out at either 13,10 or 7 ( i actualy changed all the saves to work this way). Armor does its normal AC as absorption, shields and deflection bonuses add to Defense, natural armor bonuses add to absorption and instead of critical hits you do bonus damage equal to the amount you beat the opponents defense roll by. Rolling a 20 means you roll again+10 and rolling a 1 means you roll again -10.</p><p></p><p>   As optional components to the system i give players more HP then a normal grim and gritties game but still roughly half of what they get in a normal game. Also i give armors absortion against most magical attacks too. And spells damage is cut down some to stop casters from being unstoppable in the low HP enviroment. But then this game is supposed to be a grittier low magic campaign. </p><p></p><p>  I like it and the players like it. Monsters are allways kind of dangerous because they might wind up rolling way better and even a lowly goblin could tag you pretty good. But then again the players can do the same thing and it simulates an actual duel much better. I find most players enjoy having a more active say in whether they get hit or not.</p></blockquote><p></p>
[QUOTE="boredgremlin, post: 2545672, member: 31646"] Systems with Armor as DR are good sometimes. Its easier to get behind the idea for a lot of players and armor absorbing damage means that it still stays usefull at higher levels when ordinarily enemies BAB's outstrip AC pretty badly in the normal system. What i do is pretty similar to the grim and gritties system, lol or should i say systems because i pieced together bits from a few different versions? Anyway its like this. Defense goes up like a saving throw but with 3 different advancement rates that top out at either 13,10 or 7 ( i actualy changed all the saves to work this way). Armor does its normal AC as absorption, shields and deflection bonuses add to Defense, natural armor bonuses add to absorption and instead of critical hits you do bonus damage equal to the amount you beat the opponents defense roll by. Rolling a 20 means you roll again+10 and rolling a 1 means you roll again -10. As optional components to the system i give players more HP then a normal grim and gritties game but still roughly half of what they get in a normal game. Also i give armors absortion against most magical attacks too. And spells damage is cut down some to stop casters from being unstoppable in the low HP enviroment. But then this game is supposed to be a grittier low magic campaign. I like it and the players like it. Monsters are allways kind of dangerous because they might wind up rolling way better and even a lowly goblin could tag you pretty good. But then again the players can do the same thing and it simulates an actual duel much better. I find most players enjoy having a more active say in whether they get hit or not. [/QUOTE]
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Community
General Tabletop Discussion
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Defense Bonus Based on Base Attack Bonus?
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