Since my family game involve small children who can't optimize at all but refuse to play premades, here's a simply rule we use.
Weapon attacks vs AC, and implement attacks vs Relfex, Fortitude, or Will; hit on a roll of 11 or higher if it is a normal defense.
All defenses are have a rank: excellent, strong, normal, weak, and terrible.
Strong defenses requires a 13 to hit and weak defenses requires a 9 to hit. Excellent defenses requires a 15 to hit and terrible defenses requires a 7 to hit.
Feats and path features that raise a defense raise defnses one tier.
A weapon attack vs NAD , the defense goes down a tier.
An implement attack vs AC, the defense goes up a tier.
AC: PCs in heavy armor or in hide armor (with the proper ability mod as one of their 2 highest mods) have AC as a strong defense. PCs is cloth armor have AC as a weak defense. Shields increase your AC defense rank by one.
Soldiers have strong AC defenses, brutes terrible, and minions weak. All other roles have normal AC defenses.
NON-AC: PC's have strong Reflex, Will, or Fortitude based on their 2 highest ability mods and weak defenses based on their lowest mod. Heavy shields increase your Reflex defense rank by one.
The strengths of monster NADs is up to the DM. Generally I go with one strong, one weak, and one normal except for minions and brutes.
Additional rules:
Character who use +3 profiiciency weapons, or start with a 18 from point buy at first level before racials adjustment grants in their attack ability treat defenses as one tier lower.
So a STR/DEX ranger in leather would be:
AC Normal
Fort Strong
Ref Strong
Will Weak (INT dumped)
but a Orbizard could be:
AC Weak (STR dumped)
Fort Weak
Ref Strong
Will Strong
Effect on game:
Characters need less optimization to work.
Easir access to feats.
No Feat taxes needed.
No rush to the next tier magic item.
What do you'll think?
It's been working. Could I run into a problem later?
Weapon attacks vs AC, and implement attacks vs Relfex, Fortitude, or Will; hit on a roll of 11 or higher if it is a normal defense.
All defenses are have a rank: excellent, strong, normal, weak, and terrible.
Strong defenses requires a 13 to hit and weak defenses requires a 9 to hit. Excellent defenses requires a 15 to hit and terrible defenses requires a 7 to hit.
Feats and path features that raise a defense raise defnses one tier.
A weapon attack vs NAD , the defense goes down a tier.
An implement attack vs AC, the defense goes up a tier.
AC: PCs in heavy armor or in hide armor (with the proper ability mod as one of their 2 highest mods) have AC as a strong defense. PCs is cloth armor have AC as a weak defense. Shields increase your AC defense rank by one.
Soldiers have strong AC defenses, brutes terrible, and minions weak. All other roles have normal AC defenses.
NON-AC: PC's have strong Reflex, Will, or Fortitude based on their 2 highest ability mods and weak defenses based on their lowest mod. Heavy shields increase your Reflex defense rank by one.
The strengths of monster NADs is up to the DM. Generally I go with one strong, one weak, and one normal except for minions and brutes.
Additional rules:
Character who use +3 profiiciency weapons, or start with a 18 from point buy at first level before racials adjustment grants in their attack ability treat defenses as one tier lower.
So a STR/DEX ranger in leather would be:
AC Normal
Fort Strong
Ref Strong
Will Weak (INT dumped)
but a Orbizard could be:
AC Weak (STR dumped)
Fort Weak
Ref Strong
Will Strong
Effect on game:
Characters need less optimization to work.
Easir access to feats.
No Feat taxes needed.
No rush to the next tier magic item.
What do you'll think?
It's been working. Could I run into a problem later?
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