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<blockquote data-quote="Sadrik" data-source="post: 6208407" data-attributes="member: 14506"><p>First of all, it is this kind of thing that has me worried about the overall game's outcome. The math has to work. It should have been covered in the playtest, I and everyone else can come up with great ideas on how it could work in the message boards and it won't make a lick of difference.</p><p></p><p>That said here is my idea <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />:</p><p>It cannot be that simple, because what if you have magic armor and a magic shield. You have to have certain types of bonuses. Though they can be greatly reduced: </p><p>* Cover bonus (Concealment, barriers and other things, typically cover is +0 unless hiding behind a tree or in fog etc.). </p><p>* Dodge bonus (Things that provide more mobility to dodge or parry, typically is based on the DEX). </p><p>* Armor bonus (armor, shield, natural armor, and armor is have to be stronger to puncture it or more precise to avoid it).</p><p></p><p>I could see "Enhancement" bonuses pumping up one of the three basic AC bonuses. Perhaps displacement gives you a cover enhancement bonus of +2, perhaps a ring of protection gives you an Armor enhancement bonus +2. Perhaps boots of speed give you a +1 Dodge enhancement bonus. So they are treated as enhancements over your normal Armor. You only ever use the highest enhancement bonus you have. So if you have a +2 cover enhancement bonus and a +1 cover enhancement bonus, only the +2 is used. Magic items AND SPELLS should all be enhancement bonuses.</p><p></p><p>This type of thing can be added to skills, saves, attack rolls, and any other basic rolls. This is such a core game function though... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>The main reason why 3e came up with the keyword bonus system was because natural armor vs. armor was very awkward in 1e/2e. I think the lower scaling of attack bonuses may make this not a problem (or at least greatly reduces the problem). If a creature is hard to hit, it is hard to hit. It is then a feature of that creature and not a function of the level of it's opponent. If a swordsman is bad ass and can hit easily this is a function of the swordsman and not the level of the opponent.</p><p></p><p>To reduce the shield bonus and the armor bonus, suits of armor could be costed and listed with shield and helm. If they take the shield away their armor bonus drops by 1 if they take the helm away their AC drops by another 1. In this way, when you have a magic suit of armor, it comes with the shield, if it does not include the shield its AC is -1. It is a simple and effective solution. So you do not have two enhancement bonuses too for a magic shield and magic armor, stacking to your AC.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6208407, member: 14506"] First of all, it is this kind of thing that has me worried about the overall game's outcome. The math has to work. It should have been covered in the playtest, I and everyone else can come up with great ideas on how it could work in the message boards and it won't make a lick of difference. That said here is my idea :p: It cannot be that simple, because what if you have magic armor and a magic shield. You have to have certain types of bonuses. Though they can be greatly reduced: * Cover bonus (Concealment, barriers and other things, typically cover is +0 unless hiding behind a tree or in fog etc.). * Dodge bonus (Things that provide more mobility to dodge or parry, typically is based on the DEX). * Armor bonus (armor, shield, natural armor, and armor is have to be stronger to puncture it or more precise to avoid it). I could see "Enhancement" bonuses pumping up one of the three basic AC bonuses. Perhaps displacement gives you a cover enhancement bonus of +2, perhaps a ring of protection gives you an Armor enhancement bonus +2. Perhaps boots of speed give you a +1 Dodge enhancement bonus. So they are treated as enhancements over your normal Armor. You only ever use the highest enhancement bonus you have. So if you have a +2 cover enhancement bonus and a +1 cover enhancement bonus, only the +2 is used. Magic items AND SPELLS should all be enhancement bonuses. This type of thing can be added to skills, saves, attack rolls, and any other basic rolls. This is such a core game function though... :( The main reason why 3e came up with the keyword bonus system was because natural armor vs. armor was very awkward in 1e/2e. I think the lower scaling of attack bonuses may make this not a problem (or at least greatly reduces the problem). If a creature is hard to hit, it is hard to hit. It is then a feature of that creature and not a function of the level of it's opponent. If a swordsman is bad ass and can hit easily this is a function of the swordsman and not the level of the opponent. To reduce the shield bonus and the armor bonus, suits of armor could be costed and listed with shield and helm. If they take the shield away their armor bonus drops by 1 if they take the helm away their AC drops by another 1. In this way, when you have a magic suit of armor, it comes with the shield, if it does not include the shield its AC is -1. It is a simple and effective solution. So you do not have two enhancement bonuses too for a magic shield and magic armor, stacking to your AC. [/QUOTE]
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