Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
My Math Fixes
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Garthanos" data-source="post: 4722100" data-attributes="member: 82504"><p>I had been thinking that hide was ... more than a little redundant perceptually ie the only reason to keep it might be symetrical number of light and heavy armors ;-), trying to imagine how to bring the Dex in to play.</p><p></p><p>Then I thought of this... </p><p></p><p>Narrow the difference between the light and heavy armor kind of like shown on that chart then allow a stat add for heavy armor ie saying users of heavy armor can use the lower of Strength and Con and users of light armor can add the better of Dex and Wisdom. </p><p></p><p>Couldnt we remove the class/feats for knowing armor...</p><p>its kind of a weird idea, and I probably dont have it balanced but basically I if the Attributes to influence the choice of armor types and I do keep wanting Strength or Con in there for heavy armor use (remember the current feat requirements) and Wisdom --as in perception-- seems more useful defensively than Intelligence but I would probably have to concede unless I start messing with Reflexes too.</p><p></p><p>I guess this idea rambled off topic it doesnt really do</p><p>anything to fix the disparagement between heros at higher levels and the monsters they are supposed to be able to face.. </p><p>But I have always felt that was best solved by adjusting the monsters and the encounters based on how they interacted with my players explicitly</p><p>in other words if my players are tactic hounds my monsters need to be more challenging... if my monsters mash the floor too much I can nerf them fairly easily by dropping the encounter levels a little or literally reducing there levels or old Q&D monsters get half hit points method somebody mentiond... . </p><p></p><p>Due to the effects of player and DM tactics "I think hard fixes to the math might be inferior to soft ones." and might even be necessary if you fix the math the way you are proposing.</p><p></p><p></p><p></p><p> Quote:</p><p> Originally Posted by <strong>keterys</strong> <a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/252800-my-math-fixes.html#post4719964" target="_blank"><img src="http://www.enworld.org/forum/images/enw/buttons/viewpost.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a> </p><p> <em>So... diverting slightly away from the fix for a moment. How far off base is the following as a statement of goal?</em></p><p> <em></em></p><p><em>It would be better and a more optimal play experience if a normal monster needs...</em></p><p> <em></em></p><p><em>8 to hit Cloth</em></p><p><em>9 to hit Leather</em></p><p><em>10 to hit Hide or Chain</em></p><p><em>11 to hit Scale</em></p><p><em>12 to hit Plate</em></p><p> <em></em></p><p><em>+2 if it's a Brute, +1 or +2 if target uses a shield, -2 if it's a soldier or artillery </em></p><p><em></em></p></blockquote><p></p>
[QUOTE="Garthanos, post: 4722100, member: 82504"] I had been thinking that hide was ... more than a little redundant perceptually ie the only reason to keep it might be symetrical number of light and heavy armors ;-), trying to imagine how to bring the Dex in to play. Then I thought of this... Narrow the difference between the light and heavy armor kind of like shown on that chart then allow a stat add for heavy armor ie saying users of heavy armor can use the lower of Strength and Con and users of light armor can add the better of Dex and Wisdom. Couldnt we remove the class/feats for knowing armor... its kind of a weird idea, and I probably dont have it balanced but basically I if the Attributes to influence the choice of armor types and I do keep wanting Strength or Con in there for heavy armor use (remember the current feat requirements) and Wisdom --as in perception-- seems more useful defensively than Intelligence but I would probably have to concede unless I start messing with Reflexes too. I guess this idea rambled off topic it doesnt really do anything to fix the disparagement between heros at higher levels and the monsters they are supposed to be able to face.. But I have always felt that was best solved by adjusting the monsters and the encounters based on how they interacted with my players explicitly in other words if my players are tactic hounds my monsters need to be more challenging... if my monsters mash the floor too much I can nerf them fairly easily by dropping the encounter levels a little or literally reducing there levels or old Q&D monsters get half hit points method somebody mentiond... . Due to the effects of player and DM tactics "I think hard fixes to the math might be inferior to soft ones." and might even be necessary if you fix the math the way you are proposing. Quote: Originally Posted by [B]keterys[/B] [URL="http://www.enworld.org/forum/4e-fan-creations-house-rules/252800-my-math-fixes.html#post4719964"][IMG]http://www.enworld.org/forum/images/enw/buttons/viewpost.gif[/IMG][/URL] [I]So... diverting slightly away from the fix for a moment. How far off base is the following as a statement of goal? It would be better and a more optimal play experience if a normal monster needs... 8 to hit Cloth 9 to hit Leather 10 to hit Hide or Chain 11 to hit Scale 12 to hit Plate +2 if it's a Brute, +1 or +2 if target uses a shield, -2 if it's a soldier or artillery [/I] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
My Math Fixes
Top