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My D&D Armor project
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<blockquote data-quote="ONINOTAKI18" data-source="post: 4215824" data-attributes="member: 9493"><p>Well I got my numbers from a bit of looking at the types of DR already found in D&D. The barbarian gets up to 4/- over the course of his career I believe, which dosent do squat at level 20. It might buy you half a round, but what good is half a round you need your DR to buy you at least a full round. So I figured that the Barbarians DR by itself was insufficient, but I wanted armor values that if I decided the barbarians DR would add to his armor's DR it wouldnt be too powerful. Then I looked at the monk who I believe get a DR of 10/magic which is much more helpful at level 20 as long as nothing bypasses it. Then I looked at the DR gained from magic armour. The two types you see there is invunerable which I believe gives 5/- and the different block enchantments that provide your armor with 5/bludgenoning/slashing/ or piercing. Then when you look at the majority of DR on monsters it is in the 5/10/15 range. So it seemed like DR 5 was supposed to be on the low end, DR 10 was medium, and DR 15+ was the really powerful stuff. So I figured I would want my armor to provide bonuses between 5 and 10. The pattern you see in the table above is what I came up with that felt comfortable to me and made it so that the few playtests I did seemed to flow well. At this point I have pretty much decided that the barbarian can add his DR to his armor, and that the DR from invulnerable should just add 5 to all 3 categories, and the DR from each of the block enchantments should add 5 to their respective categories. </p><p></p><p>I think one of the biggest flaws with most armor as DR systems is they try give armor both an ac bonus and a dr value and end up giving too little to each. If armor is gonna be a DR provider then it needs to just be a DR provider and something else needs to provide the AC bonus that is needed.</p></blockquote><p></p>
[QUOTE="ONINOTAKI18, post: 4215824, member: 9493"] Well I got my numbers from a bit of looking at the types of DR already found in D&D. The barbarian gets up to 4/- over the course of his career I believe, which dosent do squat at level 20. It might buy you half a round, but what good is half a round you need your DR to buy you at least a full round. So I figured that the Barbarians DR by itself was insufficient, but I wanted armor values that if I decided the barbarians DR would add to his armor's DR it wouldnt be too powerful. Then I looked at the monk who I believe get a DR of 10/magic which is much more helpful at level 20 as long as nothing bypasses it. Then I looked at the DR gained from magic armour. The two types you see there is invunerable which I believe gives 5/- and the different block enchantments that provide your armor with 5/bludgenoning/slashing/ or piercing. Then when you look at the majority of DR on monsters it is in the 5/10/15 range. So it seemed like DR 5 was supposed to be on the low end, DR 10 was medium, and DR 15+ was the really powerful stuff. So I figured I would want my armor to provide bonuses between 5 and 10. The pattern you see in the table above is what I came up with that felt comfortable to me and made it so that the few playtests I did seemed to flow well. At this point I have pretty much decided that the barbarian can add his DR to his armor, and that the DR from invulnerable should just add 5 to all 3 categories, and the DR from each of the block enchantments should add 5 to their respective categories. I think one of the biggest flaws with most armor as DR systems is they try give armor both an ac bonus and a dr value and end up giving too little to each. If armor is gonna be a DR provider then it needs to just be a DR provider and something else needs to provide the AC bonus that is needed. [/QUOTE]
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