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General Tabletop Discussion
*Dungeons & Dragons
How I'd re-work armour in 4th Edition D&D
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<blockquote data-quote="Yair" data-source="post: 3716724" data-attributes="member: 10913"><p>Armor as DR means (1) rolling to hit, adding the attack modifier, and comparing to AC, (2) rolling damage dice and adding fixed damage modifiers, (3) subtracting (opponent-dependent, so not fixed) DR from damage, (4) subtracting damage from hit points. This is more complicated than armor as AC, which doesn't include step 3. It doesn't complicate the gameplay further for characters that already have DR for some reason, however, and the complication isn't enormous (but is significant, as now the DM needs to hunt down the monster's DR and do the subtraction).</p><p></p><p>I find it easiest to add numbers and compare to a set number to see what's larger. I do find subtraction to be harder than addition (not hard, but harder), and comparing two numbers to see which is larger superior to subtraction (removing hit points) by far. Which is why I suggested my system above. In it you (1) roll to hit, adding the (fixed) attack modifier, and compare to opponent-dependent AC, (2) add fixed damage modifier to your attack result, (3) compare to opponent-depenent "Toughness" DC, (4) note down Condition. No damage roll (previous step 2, which takes a lot of time but is also fun), subtracting DR from damage is replaced by adding a fixed amount to your own roll (easier step 3, as not opponent-dependent and it is easier to add up than subtract), and subtracting damage from hit points is replaced by a simpler comparison and condition-noting. The system also allows benefit to armor even when you're hit (armor still lowers the damage you suffer).</p><p></p><p></p><p>I'm not familiar with that problem. Right now I'm playing at level 6, and the dwarf tank regularly sports an AC of 30, which makes all nigh impossible to hit. But it may be that things don't scale well.</p></blockquote><p></p>
[QUOTE="Yair, post: 3716724, member: 10913"] Armor as DR means (1) rolling to hit, adding the attack modifier, and comparing to AC, (2) rolling damage dice and adding fixed damage modifiers, (3) subtracting (opponent-dependent, so not fixed) DR from damage, (4) subtracting damage from hit points. This is more complicated than armor as AC, which doesn't include step 3. It doesn't complicate the gameplay further for characters that already have DR for some reason, however, and the complication isn't enormous (but is significant, as now the DM needs to hunt down the monster's DR and do the subtraction). I find it easiest to add numbers and compare to a set number to see what's larger. I do find subtraction to be harder than addition (not hard, but harder), and comparing two numbers to see which is larger superior to subtraction (removing hit points) by far. Which is why I suggested my system above. In it you (1) roll to hit, adding the (fixed) attack modifier, and compare to opponent-dependent AC, (2) add fixed damage modifier to your attack result, (3) compare to opponent-depenent "Toughness" DC, (4) note down Condition. No damage roll (previous step 2, which takes a lot of time but is also fun), subtracting DR from damage is replaced by adding a fixed amount to your own roll (easier step 3, as not opponent-dependent and it is easier to add up than subtract), and subtracting damage from hit points is replaced by a simpler comparison and condition-noting. The system also allows benefit to armor even when you're hit (armor still lowers the damage you suffer). I'm not familiar with that problem. Right now I'm playing at level 6, and the dwarf tank regularly sports an AC of 30, which makes all nigh impossible to hit. But it may be that things don't scale well. [/QUOTE]
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How I'd re-work armour in 4th Edition D&D
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