If you translate armor bonus directly to DR, sure. That's not necessarily the idea.mmadsen said:A more common argument against armor-as-DR is that the math doesn't work out well in play. A knife becomes useless against a chain shirt or breastplate.
Mystery Man said:I would push for the next version of DnD to incorporate "pi" and "infinity" (couldn't find the infinity symbol) in some way.
Merlion said:The system presented in Unearthed Arcana (and the one I think is likely to be integrated into the next edition) gives each type of armor DR equal to half the original armor bonus, rounded I believe up, because chainmail gives 3 DR.
Matters not. It is still a clunky mechanic that slows down combat
DR makes it so that someone has to stop and subtract whatever damage a GM deals out with every single hit.
That does not even count whether magical bonus increase the DR? Do they?
I really do not think UA was a book that heralded changes to the game
It's a cool book, but if a lot of those changes went into effect, then what is D&D was not be what people consider D&D
We're all aware of that, El Ravager, but if you're going to use a single roll for hit and do damage, you should use a single roll for hit and do damage -- not one roll for hit and do damage, followed by another roll for damage. Or get all crazy and have one roll for hit and one for damage.El Ravager said:Hit and do damage, folks. Hit and do damage.
Thats what the attack roll is a check for. Its not that the full plate makes it harder for the attacker to connect with his opponent with his weapon. It makes it harder for that strike to actually do damage.
Hence why the touch attack does not factor armour - because the armour doesn't stop someone from being able to touch you, but it does stop the touch from hurtin.
Well, this gets into a bit of a semantic issue. After all, a "5% increase" from 90% to 95% means that you hit 6% more often (1.06 times as often); a "5% increase" from 5% to 10% means that you hit 100% more often (2.00 times as often).buzz said:+1 does mean as much as it does at 20th level as it does at 1st. It means a 5% increase in your chance to hit. This is one of the nifty side-effects of a linear dice dsitribution; you never get to a point in the curve where modifiers don't matter.
Merlion said:And, as I stated a few posts ago, there *will* be a new edition, and they *will* change things. However the list of things that have any need of change, and that can in fact be changed without causing it to no longer be D&D does get shorter as the editions go on. But, they will be changing things...and things like this seem rather likely.
When I first read the Fighter's class description, I thought, Cool! These guys get a feat of their choice every level, instead of specific special abilities. Then I realized it was every other level.Steverooo said:3) No blank levels. Every class gets a new ability, feat, or something at every level. They shouldn't all affect combat, but each class should get a goodie at every level.
The abilities belonging to those "paths" could just be different feat trees. The "paths" themselves could be subclasses with different bonus feat lists and skill lists.Steverooo said:4) Fighters get paths, which give them predetermined abilities at each level where they don't get Fighter Feats. Cavalry starts off with Mounted Combat, Command starts off with bonus to CHA, eventually leading to Leadership, while Cavalry gets horsemanship feats. Marines get shipboard fighting feats, etc.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.