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General Tabletop Discussion
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Larger bonus to damage for weapons and damage reduction for armor instead of attack and AC bonus?
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<blockquote data-quote="Gadget" data-source="post: 7337889" data-attributes="member: 23716"><p>I think the idea has a lot of merit. For those people saying it is "Not D&D", the OP is not talking about replacing AC with Damage reduction, just the magical + of armors and weapons, which is much more reasonable. Besides, D&D already has this feature in various places: Heavy Armor Master feat, and the Abjurer Wizard's Arcane Ward (though this functions more like temporary Hit Points than Damage Resistance) come to mind off hand. I've always been a big fan of de-emphasizing the 'plus' part of weapons & armor and focusing more on other features that can make the item cool and fun to have without going overboard on the 'arms race' of ever increasing bonuses. 5e has already reduced the range form +1-5 to +1-3, so it is not without precedent.</p><p></p><p>That having been said, one concern I share with [MENTION=6801397]Olrox17[/MENTION] is that the values of damage reduction could get out of hand, especially if you have things like Heavy Armor Master and such in play. It makes mook attacks, already less likely to hit, almost pointless if the damage is mostly negated. Maybe only the values of +1, +2, +3 for damage reduction? It does not sound like much, but taking 1 to 3 points of damage away from every hit really adds up over time. You could go with temporary hit points that replenishes every long rest, but this sounds like more book keeping and would be hard to get the numbers right.</p></blockquote><p></p>
[QUOTE="Gadget, post: 7337889, member: 23716"] I think the idea has a lot of merit. For those people saying it is "Not D&D", the OP is not talking about replacing AC with Damage reduction, just the magical + of armors and weapons, which is much more reasonable. Besides, D&D already has this feature in various places: Heavy Armor Master feat, and the Abjurer Wizard's Arcane Ward (though this functions more like temporary Hit Points than Damage Resistance) come to mind off hand. I've always been a big fan of de-emphasizing the 'plus' part of weapons & armor and focusing more on other features that can make the item cool and fun to have without going overboard on the 'arms race' of ever increasing bonuses. 5e has already reduced the range form +1-5 to +1-3, so it is not without precedent. That having been said, one concern I share with [MENTION=6801397]Olrox17[/MENTION] is that the values of damage reduction could get out of hand, especially if you have things like Heavy Armor Master and such in play. It makes mook attacks, already less likely to hit, almost pointless if the damage is mostly negated. Maybe only the values of +1, +2, +3 for damage reduction? It does not sound like much, but taking 1 to 3 points of damage away from every hit really adds up over time. You could go with temporary hit points that replenishes every long rest, but this sounds like more book keeping and would be hard to get the numbers right. [/QUOTE]
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Larger bonus to damage for weapons and damage reduction for armor instead of attack and AC bonus?
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