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<blockquote data-quote="Water Bob" data-source="post: 6110690" data-attributes="member: 92305"><p><strong>A Question Asked of Me About the Armor Tweak above...</strong></p><p></p><p></p><p><em>Question: Can this armor penalty be mitigated by superior strength of the wearer?</em> </p><p></p><p>Yes and no...in a round about way.</p><p></p><p>In this game, there are two defense styles: Dodge and Parry. Dodge is Dexterity based and Parry is Strength based. A character's level (his experience) gives him bonuses to either, but the bonus is not necessarily the same.</p><p></p><p>In a melee combat, a player can choose to defend himself against blows by either dodging or parrying his foe's swings. But, there are certain types of attacks that can only be dodged--those would be missile/arrow/bolt attacks, thrown weapon attacks, and sorcerous touch attacks.</p><p></p><p>Thus, using the tweak above, a character wearing heavy armor would not be as able to dodge out of the way of an incoming arrow or a hurled axe. But, if a character is hit, the armor still has its full protection ability--this is not changed with the tweak. In some cases, a character wearing heavy plate armor will be easier to hit, but the arrows will most likely bounce off the armor, do no damage to the character--this depends on the bow and the strength of the archer (and the total damage done after the hit).</p><p></p><p><strong>Here's the basic answer to the question:</strong> With the Dodge AC impaired as suggested with the tweak, characters will rely more on their Parry defense. Thus, stronger characters will choose heavier armor, while weaker, but more agile characters, will choose lighter armor or no armor at all.</p><p></p><p></p><p></p><p></p><p></p><p>EDIT: I should note that I do not use this tweak in my game. I write it here simply as an optional rule for GMs who like the idea.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6110690, member: 92305"] [B]A Question Asked of Me About the Armor Tweak above...[/B] [I]Question: Can this armor penalty be mitigated by superior strength of the wearer?[/I] Yes and no...in a round about way. In this game, there are two defense styles: Dodge and Parry. Dodge is Dexterity based and Parry is Strength based. A character's level (his experience) gives him bonuses to either, but the bonus is not necessarily the same. In a melee combat, a player can choose to defend himself against blows by either dodging or parrying his foe's swings. But, there are certain types of attacks that can only be dodged--those would be missile/arrow/bolt attacks, thrown weapon attacks, and sorcerous touch attacks. Thus, using the tweak above, a character wearing heavy armor would not be as able to dodge out of the way of an incoming arrow or a hurled axe. But, if a character is hit, the armor still has its full protection ability--this is not changed with the tweak. In some cases, a character wearing heavy plate armor will be easier to hit, but the arrows will most likely bounce off the armor, do no damage to the character--this depends on the bow and the strength of the archer (and the total damage done after the hit). [B]Here's the basic answer to the question:[/B] With the Dodge AC impaired as suggested with the tweak, characters will rely more on their Parry defense. Thus, stronger characters will choose heavier armor, while weaker, but more agile characters, will choose lighter armor or no armor at all. EDIT: I should note that I do not use this tweak in my game. I write it here simply as an optional rule for GMs who like the idea. [/QUOTE]
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