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<blockquote data-quote="DarkMaster" data-source="post: 1712966" data-attributes="member: 16362"><p>I agree that AC, HP and Reflex save and DR are quite mixed up. My problem is mostly with DR. I really cannot find a good explanation for it within the existing abstract system. </p><p></p><p>I see AC as the DC required in order for your opponent to put you in a dangerous situation requiring an "unusual" effort that will affect lower in some way your ability to continue to dodge your opponents blow. Like I explained before it can be accumulation of minor wounds, action that forces the figther to move quicker and much more than required. All this resulting in loss of energy and concentration. Higher Dex character being physically more agile will have a tendency to dodge blow more easily than a non agile fighter, full plated warrior will let the armor absorb most of the blow, but some blow will still hurt(non lethal), brake some ribs, or be close call that will effect his concentration. </p><p></p><p>I see reflex save as the AC for magic. A rogue with evasion will see the dragon breath coming and will easily roll out of the way, the rogue practice these manoeuvre every day so nothing unusual here no loss of HP. But the fighter with a lot of HP that fail his save maybe not even touched by the dragon's fire but in order to dodge the flame he had to jump out of the way, probably bruising himself, because he doesn't have the proper technique it isn't something he trained for exhaustively so it required much more from him. </p><p></p><p>But DR is hard to explain. AC and DR in my mind are two concepts that shouldn't be mixed together.</p><p></p><p>I see DR used in a more complex system where a hit is a hit. each fighter would have a certain attack and defense ability and each would be allow a certain number of each action a certain number of time. Ie a high level fighter could have 3 attack action and 5 defense action per turn the low level figther with 1 attack and 2 defense for example could only try to block 2 of the 3 attack the other would be an automatic hit or very easy to perform. Then damage would be rolled and if it goes through the armor DR the low level fighter is injured . I would also use a VP system based on the constitution. So if the very high level fighter is hit by a crossbow bolt he can die from it.</p><p></p><p>Obviously such a system would make defense action more powerfull than attack action. so that when two high level fighter fight in duel the results are more cinematic, lots of attack and parade.</p><p></p><p>I don't know just a suggestion</p></blockquote><p></p>
[QUOTE="DarkMaster, post: 1712966, member: 16362"] I agree that AC, HP and Reflex save and DR are quite mixed up. My problem is mostly with DR. I really cannot find a good explanation for it within the existing abstract system. I see AC as the DC required in order for your opponent to put you in a dangerous situation requiring an "unusual" effort that will affect lower in some way your ability to continue to dodge your opponents blow. Like I explained before it can be accumulation of minor wounds, action that forces the figther to move quicker and much more than required. All this resulting in loss of energy and concentration. Higher Dex character being physically more agile will have a tendency to dodge blow more easily than a non agile fighter, full plated warrior will let the armor absorb most of the blow, but some blow will still hurt(non lethal), brake some ribs, or be close call that will effect his concentration. I see reflex save as the AC for magic. A rogue with evasion will see the dragon breath coming and will easily roll out of the way, the rogue practice these manoeuvre every day so nothing unusual here no loss of HP. But the fighter with a lot of HP that fail his save maybe not even touched by the dragon's fire but in order to dodge the flame he had to jump out of the way, probably bruising himself, because he doesn't have the proper technique it isn't something he trained for exhaustively so it required much more from him. But DR is hard to explain. AC and DR in my mind are two concepts that shouldn't be mixed together. I see DR used in a more complex system where a hit is a hit. each fighter would have a certain attack and defense ability and each would be allow a certain number of each action a certain number of time. Ie a high level fighter could have 3 attack action and 5 defense action per turn the low level figther with 1 attack and 2 defense for example could only try to block 2 of the 3 attack the other would be an automatic hit or very easy to perform. Then damage would be rolled and if it goes through the armor DR the low level fighter is injured . I would also use a VP system based on the constitution. So if the very high level fighter is hit by a crossbow bolt he can die from it. Obviously such a system would make defense action more powerfull than attack action. so that when two high level fighter fight in duel the results are more cinematic, lots of attack and parade. I don't know just a suggestion [/QUOTE]
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