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Magic Vs AC is Very Poor Reasoning
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<blockquote data-quote="Dire Bare" data-source="post: 5933534" data-attributes="member: 18182"><p>I disagree with the OP, but I see where he is coming from. And yes, I do think how you view magic in your D&D campaign would color how you see the mechanics of a magical attack.</p><p></p><p>I think it breaks down to AC representing both the protection of your armor and your physical ability to dodge, it is just as abstract as hit points. And just like hit points, some folks want more granularity in their D&D game, and earlier editions sometimes gave this to us either in the core rules or in optional rules.</p><p></p><p>I think how hit points and AC works in D&DN so far works just fine for the core system, but I would love to see an optional system that separates dodging from armor for AC, and separates vitality from wounds for hit points. </p><p></p><p>Basic D&D gained both of these as optional rules at some point (I think in the Gazetteer series of supplements). You had two values for "AC", an AC (Armor Class) and and AV (Armor Value), which are incredibly confusing terms but basically separated your ability to dodge (AC) and your ability to soak damage (AV), if I remember correctly. Hit points were separated into "hit points" (vitality, energy) and "wound points" which represented taking serious physical wounds, like losing a limb, and could happen at any point in a battle, not just when you ran out of hp. It was a long time ago, and I remember the system as being rather imperfect, but I enjoyed the extra granularity of it. But then again, when Player's Option was released for AD&D2, I was all over that madness too! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Dire Bare, post: 5933534, member: 18182"] I disagree with the OP, but I see where he is coming from. And yes, I do think how you view magic in your D&D campaign would color how you see the mechanics of a magical attack. I think it breaks down to AC representing both the protection of your armor and your physical ability to dodge, it is just as abstract as hit points. And just like hit points, some folks want more granularity in their D&D game, and earlier editions sometimes gave this to us either in the core rules or in optional rules. I think how hit points and AC works in D&DN so far works just fine for the core system, but I would love to see an optional system that separates dodging from armor for AC, and separates vitality from wounds for hit points. Basic D&D gained both of these as optional rules at some point (I think in the Gazetteer series of supplements). You had two values for "AC", an AC (Armor Class) and and AV (Armor Value), which are incredibly confusing terms but basically separated your ability to dodge (AC) and your ability to soak damage (AV), if I remember correctly. Hit points were separated into "hit points" (vitality, energy) and "wound points" which represented taking serious physical wounds, like losing a limb, and could happen at any point in a battle, not just when you ran out of hp. It was a long time ago, and I remember the system as being rather imperfect, but I enjoyed the extra granularity of it. But then again, when Player's Option was released for AD&D2, I was all over that madness too! :) [/QUOTE]
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