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Realistic/Historic armor for D&D (Homebrew)
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<blockquote data-quote="Arch-Fiend" data-source="post: 7840764" data-attributes="member: 7016641"><p>@dmd4vr</p><p></p><p>so i had to think about how that worked for a bit, i think thats only an issue of wording though, dressed up to be presentable in something like the players handbook im sure it could be easly understood.</p><p></p><p>i think the issue here is that the ac's are to low,generally your going to get more damage than less. lets talk about the balance point, a first level character optimized to hit is going to have as much ability score bonus as possible at that level (disregarding racial bonuses) plus proficiency, this gets worse for range as i just off the top of my head know archery style grants +2 so lets say were talking about a fighter and compare melee and archer against this system. they basically begin with +6 and +8 respectfully, meaning they have a 40% and 50% chance to hit a character in full plate's FAC, which also means they have a 40% to 50% chance to begin doing more damage than they normally can, and this is just at first level with 1 attack per round, and not counting advantage. as for a matter of lesser armors this begins to shift even further but that actually increases the damage your able to do relitive to the kind of armor a character is wearing, so a character wearing padded armor; and lets be generous and make them a dex character and for some reason make them a fighter (not optimized for the long game) and give them the defensive style +1 to ac. they are still looking at taking 2d6x2+10+4str damage from a greatsword rolled critical hit. an average of 30 damage, compared to a normal 18 damage.</p><p></p><p>this is not even talking about monsters because monsters are not optimized the way a pc would be if a pc had to survive in this system.</p><p></p><p>all that said, that's only my criticism not my judgement, my judgement would be that this isint a terrible idea, especially with an adjustment to ac from armor, i still like my system for what it represents however your suggestion with a few tweeks is very viable for a good armor damage reduction system</p></blockquote><p></p>
[QUOTE="Arch-Fiend, post: 7840764, member: 7016641"] @dmd4vr so i had to think about how that worked for a bit, i think thats only an issue of wording though, dressed up to be presentable in something like the players handbook im sure it could be easly understood. i think the issue here is that the ac's are to low,generally your going to get more damage than less. lets talk about the balance point, a first level character optimized to hit is going to have as much ability score bonus as possible at that level (disregarding racial bonuses) plus proficiency, this gets worse for range as i just off the top of my head know archery style grants +2 so lets say were talking about a fighter and compare melee and archer against this system. they basically begin with +6 and +8 respectfully, meaning they have a 40% and 50% chance to hit a character in full plate's FAC, which also means they have a 40% to 50% chance to begin doing more damage than they normally can, and this is just at first level with 1 attack per round, and not counting advantage. as for a matter of lesser armors this begins to shift even further but that actually increases the damage your able to do relitive to the kind of armor a character is wearing, so a character wearing padded armor; and lets be generous and make them a dex character and for some reason make them a fighter (not optimized for the long game) and give them the defensive style +1 to ac. they are still looking at taking 2d6x2+10+4str damage from a greatsword rolled critical hit. an average of 30 damage, compared to a normal 18 damage. this is not even talking about monsters because monsters are not optimized the way a pc would be if a pc had to survive in this system. all that said, that's only my criticism not my judgement, my judgement would be that this isint a terrible idea, especially with an adjustment to ac from armor, i still like my system for what it represents however your suggestion with a few tweeks is very viable for a good armor damage reduction system [/QUOTE]
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