ArmoredSaint
First Post
I guess I didn't make it clear that I am already familiar with the alternate "Armour as DR" rules presented in the SRD/Unearthed Arcana. They don't satisfy me since I feel the DR numbers there are far too low.
I don't regard "this is the way D&D has always done it" as a valid defense for keeping the old Armour Class system. I think it was hinted early on that some sacred cows were going to get killed in 4th Edition, and I hope this is one of them. Armour making you harder to hit instead of reducing damage isn't "iconic," it's counterintuitive to the point of absurdity. I hope they change it.
Nor do I think the old way is somehow simpler than having armour provide DR. Subtracting damage from a blow dealt is no more difficult and takes no more time than adding up bonuses to hit.
As someone pointed out on the WotC 4th Edition board, the Armour Class system as it stands now is deeply unsatisfying for players playing a heavily-armoured character since many monsters will still hit a fighter completely decked out in the best armour he can get at his level more than 50% of the time. Armour shouldn't be an "all-or-nothing" gamble. It wouldn't feel like it was useless half the time if it actually did something each time you were hit. As it is now, it just feels like a burdensome waste of GP.
I don't regard "this is the way D&D has always done it" as a valid defense for keeping the old Armour Class system. I think it was hinted early on that some sacred cows were going to get killed in 4th Edition, and I hope this is one of them. Armour making you harder to hit instead of reducing damage isn't "iconic," it's counterintuitive to the point of absurdity. I hope they change it.
Nor do I think the old way is somehow simpler than having armour provide DR. Subtracting damage from a blow dealt is no more difficult and takes no more time than adding up bonuses to hit.
As someone pointed out on the WotC 4th Edition board, the Armour Class system as it stands now is deeply unsatisfying for players playing a heavily-armoured character since many monsters will still hit a fighter completely decked out in the best armour he can get at his level more than 50% of the time. Armour shouldn't be an "all-or-nothing" gamble. It wouldn't feel like it was useless half the time if it actually did something each time you were hit. As it is now, it just feels like a burdensome waste of GP.
