Olrox17
Hero
Temporary hit points solve this. They can't be healed.I had thought about armor as HP but hadn't figured out how to reconcile healing. Aside from having two damage tracks like in Shadowrun.
Temporary hit points solve this. They can't be healed.I had thought about armor as HP but hadn't figured out how to reconcile healing. Aside from having two damage tracks like in Shadowrun.
I had thought about armor as HP but hadn't figured out how to reconcile healing. Aside from having two damage tracks like in Shadowrun.
There is a lot of talk about breaking bounded accuracy with +1/+2/+3 weapons and armor/shields. Especially the armor part.
So instad of +1/+2/+3 to attack and damage weapons would gain +1d6/+2d6/+3d6 on damage.
Why die/dice instead of larger flat bonus?
Dice adds to critical damage and rolling more dice on critical is more fun. And critical should be critical.
Armor whould give 2/4/6 damage reduction instead of +1/+2/+3 AC bonus.
For shields I would not add any fixed bonuses, rather shields should have special enchantments removed from attack/damage/general damage reduction like fire resistance, evasion, etc.
A magic armor with DR is already possible I think.
But a DR3 will render useless very small damage like d4+1.
I think you should instead go for defensive properties.
Granting Temp HP. Additional healing surge, healing, avoid critical hits, negates advantage, etc..
Does DR even exist as a concept in the published 5e books? A scan of the magic items in the DMG and of the Barbarian class (the most likely to have it) doesn't turn anything up. The closest is resistance, which halves the damage taken, but that's not really the same.
Yes. Heavy Armor Mastery: "While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3."
There is a lot of talk about breaking bounded accuracy with +1/+2/+3 weapons and armor/shields. Especially the armor part.
So instad of +1/+2/+3 to attack and damage weapons would gain +1d6/+2d6/+3d6 on damage.
Why die/dice instead of larger flat bonus?
Dice adds to critical damage and rolling more dice on critical is more fun. And critical should be critical.
Armor whould give 2/4/6 damage reduction instead of +1/+2/+3 AC bonus.
For shields I would not add any fixed bonuses, rather shields should have special enchantments removed from attack/damage/general damage reduction like fire resistance, evasion, etc.
There is a lot of talk about breaking bounded accuracy with +1/+2/+3 weapons and armor/shields. Especially the armor part.
So instad of +1/+2/+3 to attack and damage weapons would gain +1d6/+2d6/+3d6 on damage.
Why die/dice instead of larger flat bonus?
Dice adds to critical damage and rolling more dice on critical is more fun. And critical should be critical.
Armor whould give 2/4/6 damage reduction instead of +1/+2/+3 AC bonus.
For shields I would not add any fixed bonuses, rather shields should have special enchantments removed from attack/damage/general damage reduction like fire resistance, evasion, etc.