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Realistic/Historic armor for D&D (Homebrew)
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<blockquote data-quote="DND_Reborn" data-source="post: 7840750" data-attributes="member: 6987520"><p>[USER=7016641]@Arch-Fiend[/USER] :</p><p></p><p>How about this variant?</p><p></p><p>Touch AC (TAC) = 10 + DEX + Shield</p><p></p><p>Full AC (FAC?, <em>he-he-he</em> LOL!) = RAW AC</p><ul> <li data-xf-list-type="ul">If your attack roll is less than TAC, you miss completely.</li> <li data-xf-list-type="ul">If your attack roll matches or beats the TAC, you hit and roll damage.</li> <li data-xf-list-type="ul">You subtract your attack roll from the target's FAC and reduce your damage by this amount (this creates the DR mechanic).</li> <li data-xf-list-type="ul">If your attack roll beats the FAC, you are actually increasing damage (this supports your desire for higher rolls to increase damage, correct???).</li> </ul><p>Let's say your target is in chain shirt and shield with DEX 13. Touch AC: 13 (DEX and shield), Full AC: 16.</p><p></p><p>Example 1: You roll a 14 total, beating the TAC. You roll damage for 8 points. Subtracting FAC - your 14 = 2, so reduce damage by 2 points to 6.</p><p></p><p>Example 2: You roll a 19 total! Rolling damage yields 7 points. Subtracting FAC - your 19 = -3, so <em>reduce</em> damage by -3 (i.e. add 3) increases damage to 10!</p><p></p><p>This variant requires you calculating the TAC for everything, but the RAW AC functions as your FAC, so no extra work there. DR is accomplished by scoring <em>hits</em> less than FAC but better than TAC. Boosting damage for high attack totals is also accomplished if desired, otherwise just ignore anything over the FAC.</p><p></p><p>This idea also preserves BA for those who care. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> You can still add other mechanics as far as metal type, etc. if you want.</p><p></p><p>What are your thoughts?</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7840750, member: 6987520"] [USER=7016641]@Arch-Fiend[/USER] : How about this variant? Touch AC (TAC) = 10 + DEX + Shield Full AC (FAC?, [I]he-he-he[/I] LOL!) = RAW AC [LIST] [*]If your attack roll is less than TAC, you miss completely. [*]If your attack roll matches or beats the TAC, you hit and roll damage. [*]You subtract your attack roll from the target's FAC and reduce your damage by this amount (this creates the DR mechanic). [*]If your attack roll beats the FAC, you are actually increasing damage (this supports your desire for higher rolls to increase damage, correct???). [/LIST] Let's say your target is in chain shirt and shield with DEX 13. Touch AC: 13 (DEX and shield), Full AC: 16. Example 1: You roll a 14 total, beating the TAC. You roll damage for 8 points. Subtracting FAC - your 14 = 2, so reduce damage by 2 points to 6. Example 2: You roll a 19 total! Rolling damage yields 7 points. Subtracting FAC - your 19 = -3, so [I]reduce[/I] damage by -3 (i.e. add 3) increases damage to 10! This variant requires you calculating the TAC for everything, but the RAW AC functions as your FAC, so no extra work there. DR is accomplished by scoring [I]hits[/I] less than FAC but better than TAC. Boosting damage for high attack totals is also accomplished if desired, otherwise just ignore anything over the FAC. This idea also preserves BA for those who care. ;) You can still add other mechanics as far as metal type, etc. if you want. What are your thoughts? [/QUOTE]
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